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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/EditorLevelUtils.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
EditorLevelUtils.cpp: Editor-specific level management routines
=============================================================================*/
#include "EditorLevelUtils.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/MessageDialog.h"
#include "Misc/ScopedSlowTask.h"
#include "UObject/GarbageCollection.h"
#include "UObject/Class.h"
#include "UObject/Package.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
#include "Model.h"
#include "Engine/Brush.h"
#include "Editor/EditorEngine.h"
#include "Editor/UnrealEdEngine.h"
#include "Factories/WorldFactory.h"
#include "Editor/GroupActor.h"
#include "EngineGlobals.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "UObject/ReferenceChainSearch.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "GameFramework/WorldSettings.h"
#include "Engine/LevelStreaming.h"
#include "Engine/Selection.h"
#include "Editor.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "FileHelpers.h"
#include "UnrealEdGlobals.h"
#include "EditorSupportDelegates.h"
#include "BusyCursor.h"
#include "LevelUtils.h"
#include "Layers/LayersSubsystem.h"
#include "ScopedTransaction.h"
#include "ActorEditorUtils.h"
#include "ContentStreaming.h"
#include "PackageTools.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/LevelStreamingVolume.h"
#include "Components/ModelComponent.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
#include "Misc/RuntimeErrors.h"
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
#include "HAL/PlatformApplicationMisc.h"
#include "HAL/IConsoleManager.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
#include "IAssetTools.h"
#include "AssetToolsModule.h"
#include "Dialogs/Dialogs.h"
#include "Algo/AnyOf.h"
#include "Elements/Framework/EngineElementsLibrary.h"
#include "Elements/Interfaces/TypedElementWorldInterface.h"
DEFINE_LOG_CATEGORY(LogLevelTools);
#define LOCTEXT_NAMESPACE "EditorLevelUtils"
static TAutoConsoleVariable<int32> CVarReflectEditorLevelVisibilityWithGame(
TEXT("Editor.ReflectEditorLevelVisibilityWithGame"),
0,
TEXT("Enables the transaction of game visibility state when editor visibility state changes.\n")
TEXT("0 - game state is *not* reflected with editor.\n")
TEXT("1 - game state is relfected with editor.\n"), ECVF_Default);
UEditorLevelUtils::FCanMoveActorToLevelDelegate UEditorLevelUtils::CanMoveActorToLevelDelegate;
UEditorLevelUtils::FOnMoveActorsToLevelEvent UEditorLevelUtils::OnMoveActorsToLevelEvent;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
int32 UEditorLevelUtils::MoveActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevelStreaming* DestStreamingLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming)
{
return MoveActorsToLevel(ActorsToMove, DestStreamingLevel ? DestStreamingLevel->GetLoadedLevel() : nullptr, bWarnAboutReferences, bWarnAboutRenaming, /*bMoveAllOrFail*/false);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
int32 UEditorLevelUtils::MoveActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevel* DestLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming, bool bMoveAllOrFail, TArray<AActor*>* OutActors /*=nullptr*/)
{
const bool bMoveActors = true;
return CopyOrMoveActorsToLevel(ActorsToMove, DestLevel, bMoveActors, bWarnAboutReferences, bWarnAboutRenaming, bMoveAllOrFail, OutActors);
}
int32 UEditorLevelUtils::CopyActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevel* DestLevel, bool bWarnAboutReferences, bool bWarnAboutRenaming, bool bMoveAllOrFail, TArray<AActor*>* OutActors /*=nullptr*/)
{
const bool bMoveActors = false;
return CopyOrMoveActorsToLevel(ActorsToMove, DestLevel, bMoveActors, bWarnAboutReferences, bWarnAboutRenaming, bMoveAllOrFail);
}
int32 UEditorLevelUtils::CopyOrMoveActorsToLevel(const TArray<AActor*>& ActorsToMove, ULevel* DestLevel, bool bMoveActors, bool bWarnAboutReferences /*= true*/, bool bWarnAboutRenaming /*= true*/, bool bMoveAllOrFail /*= false*/, TArray<AActor*>* OutActors /*=nullptr*/)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
int32 NumMovedActors = 0;
if (DestLevel)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UWorld* OwningWorld = DestLevel->OwningWorld;
// Backup the current contents of the clipboard string as we'll be using cut/paste features to move actors
// between levels and this will trample over the clipboard data.
FString OriginalClipboardContent;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
FPlatformApplicationMisc::ClipboardPaste(OriginalClipboardContent);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// The final list of actors to move after invalid actors were removed
TArray<AActor*> FinalMoveList;
TArray<TWeakObjectPtr<AActor>> FinalWeakMoveList;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
FinalMoveList.Reserve(ActorsToMove.Num());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
bool bIsDestLevelLocked = FLevelUtils::IsLevelLocked(DestLevel);
int32 ActorCount = 0;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
if (!bIsDestLevelLocked)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
for (AActor* CurActor : ActorsToMove)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
if (!CurActor)
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
continue;
}
ActorCount++;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
bool bIsSourceLevelLocked = FLevelUtils::IsLevelLocked(CurActor);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
if (!bIsSourceLevelLocked)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
if (CurActor->GetLevel() != DestLevel)
{
bool bCanMove = true;
CanMoveActorToLevelDelegate.Broadcast(CurActor, DestLevel, bCanMove);
if (bCanMove)
{
FinalMoveList.Add(CurActor);
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
else
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UE_LOG(LogLevelTools, Warning, TEXT("%s is already in the destination level so it was ignored"), *CurActor->GetName());
}
}
else
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UE_LOG(LogLevelTools, Error, TEXT("The source level '%s' is locked so actors could not be moved"), *CurActor->GetLevel()->GetName());
}
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
else
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UE_LOG(LogLevelTools, Error, TEXT("The destination level '%s' is locked so actors could not be moved"), *DestLevel->GetName());
}
if (FinalMoveList.Num() > 0 && (!bMoveAllOrFail || FinalMoveList.Num() == ActorCount))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
TArray<TTuple<FSoftObjectPath, FSoftObjectPath>> ActorPathMapping;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
GEditor->SelectNone(false, true, false);
USelection* ActorSelection = GEditor->GetSelectedActors();
ActorSelection->BeginBatchSelectOperation();
FinalWeakMoveList.Reserve(FinalMoveList.Num());
for (AActor* Actor : FinalMoveList)
{
FinalWeakMoveList.Add(Actor);
check(Actor->CopyPasteId == INDEX_NONE);
Actor->CopyPasteId = ActorPathMapping.Add(TTuple<FSoftObjectPath, FSoftObjectPath>(FSoftObjectPath(Actor), FSoftObjectPath()));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
GEditor->SelectActor(Actor, true, false);
}
ActorSelection->EndBatchSelectOperation(false);
if (GEditor->GetSelectedActorCount() > 0)
{
// Start the transaction
FScopedTransaction Transaction(NSLOCTEXT("UnrealEd", "MoveSelectedActorsToSelectedLevel", "Move Actors To Level"));
// Broadcast event
if(bMoveActors)
{
OnMoveActorsToLevelEvent.Broadcast(ActorsToMove, DestLevel);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Cache the old level
ULevel* OldCurrentLevel = OwningWorld->GetCurrentLevel();
FString DestinationData;
GEditor->CopySelectedActorsToClipboard(OwningWorld, bMoveActors, bMoveActors, bWarnAboutReferences, &DestinationData);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
const bool bLevelVisible = DestLevel->bIsVisible;
if (!bLevelVisible)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UEditorLevelUtils::SetLevelVisibility(DestLevel, true, false);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
// Scope this so that Actors that have been pasted will have their final levels set before doing the actor mapping
{
// Set the new level and force it visible while we do the paste
FLevelPartitionOperationScope LevelPartitionScope(DestLevel);
OwningWorld->SetCurrentLevel(LevelPartitionScope.GetLevel());
const bool bDuplicate = false;
const bool bOffsetLocations = false;
const bool bWarnIfHidden = false;
GEditor->edactPasteSelected(OwningWorld, bDuplicate, bOffsetLocations, bWarnIfHidden, &DestinationData);
// Restore the original current level
OwningWorld->SetCurrentLevel(OldCurrentLevel);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
// Build a remapping of old to new names so we can do a fixup
for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
{
AActor* Actor = static_cast<AActor*>(*It);
if (ActorPathMapping.IsValidIndex(Actor->CopyPasteId))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
{
TTuple<FSoftObjectPath, FSoftObjectPath>& Tuple = ActorPathMapping[Actor->CopyPasteId];
check(Tuple.Value.IsNull());
Tuple.Value = FSoftObjectPath(Actor);
if (OutActors)
{
OutActors->Add(Actor);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
}
else
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
{
UE_LOG(LogLevelTools, Error, TEXT("Cannot find remapping for moved actor ID %s, any soft references pointing to it will be broken!"), *Actor->GetPathName());
}
// Reset CopyPasteId on new actors
Actor->CopyPasteId = INDEX_NONE;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
}
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
TArray<FAssetRenameData> RenameData;
for (TTuple<FSoftObjectPath, FSoftObjectPath>& Pair : ActorPathMapping)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
{
if (Pair.Value.IsValid())
{
RenameData.Add(FAssetRenameData(Pair.Key, Pair.Value, true));
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
if (RenameData.Num() > 0)
{
if (bWarnAboutRenaming)
{
AssetToolsModule.Get().RenameAssetsWithDialog(RenameData);
}
else
{
AssetToolsModule.Get().RenameAssets(RenameData);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Restore new level visibility to previous state
if (!bLevelVisible)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UEditorLevelUtils::SetLevelVisibility(DestLevel, false, false);
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// The moved (pasted) actors will now be selected
NumMovedActors += FinalMoveList.Num();
for (TWeakObjectPtr<AActor> ActorPtr : FinalWeakMoveList)
{
// It is possible a GC happens because of RenameAssets being called so here we want to update the CopyPasteId only on reachable actors
if (AActor* Actor = ActorPtr.Get(/*bEvenIfPendingKill=*/true))
{
check(Actor->CopyPasteId != INDEX_NONE);
// Reset CopyPasteId on source actors
Actor->CopyPasteId = INDEX_NONE;
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Restore the original clipboard contents
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change 3521023 by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change 3532789 by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change 3531868 by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00
FPlatformApplicationMisc::ClipboardCopy(*OriginalClipboardContent);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
return NumMovedActors;
}
int32 UEditorLevelUtils::MoveSelectedActorsToLevel(ULevelStreaming* DestStreamingLevel, bool bWarnAboutReferences)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
ensureAsRuntimeWarning(DestStreamingLevel != nullptr);
return DestStreamingLevel ? MoveSelectedActorsToLevel(DestStreamingLevel->GetLoadedLevel(), bWarnAboutReferences) : 0;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
int32 UEditorLevelUtils::MoveSelectedActorsToLevel(ULevel* DestLevel, bool bWarnAboutReferences)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (ensureAsRuntimeWarning(DestLevel != nullptr))
{
TArray<AActor*> ActorsToMove;
for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (AActor* Actor = Cast<AActor>(*It))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
ActorsToMove.Add(Actor);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
return MoveActorsToLevel(ActorsToMove, DestLevel, bWarnAboutReferences);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return 0;
}
ULevel* UEditorLevelUtils::AddLevelsToWorld(UWorld* InWorld, TArray<FString> PackageNames, TSubclassOf<ULevelStreaming> LevelStreamingClass)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (!ensure(InWorld))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return nullptr;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
FScopedSlowTask SlowTask(PackageNames.Num(), LOCTEXT("AddLevelsToWorldTask", "Adding Levels to World"));
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
SlowTask.MakeDialog();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Sort the level packages alphabetically by name.
PackageNames.Sort();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Fire ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Try to add the levels that were specified in the dialog.
ULevel* NewLevel = nullptr;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
for (const FString& PackageName : PackageNames)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
SlowTask.EnterProgressFrame();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
if (ULevelStreaming* NewStreamingLevel = AddLevelToWorld_Internal(InWorld, *PackageName, LevelStreamingClass))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
NewLevel = NewStreamingLevel->GetLoadedLevel();
if (NewLevel)
{
LevelDirtyCallback.Request();
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
} // for each file
// Set the last loaded level to be the current level
if (NewLevel)
{
if (InWorld->SetCurrentLevel(NewLevel))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
FEditorDelegates::NewCurrentLevel.Broadcast();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
// For safety
if (GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_Landscape))
{
GLevelEditorModeTools().ActivateDefaultMode();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
// Broadcast the levels have changed (new style)
InWorld->BroadcastLevelsChanged();
FEditorDelegates::RefreshLevelBrowser.Broadcast();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (GUnrealEd)
{
// Update volume actor visibility for each viewport since we loaded a level which could potentially contain volumes
GUnrealEd->UpdateVolumeActorVisibility(nullptr);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return NewLevel;
}
ULevelStreaming* UEditorLevelUtils::AddLevelToWorld(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FTransform& LevelTransform)
{
if (!ensure(InWorld))
{
return nullptr;
}
FScopedSlowTask SlowTask(0, LOCTEXT("AddLevelToWorldTask", "Adding Level to World"));
SlowTask.MakeDialog();
// Fire ULevel::LevelDirtiedEvent when falling out of scope.
FScopedLevelDirtied LevelDirtyCallback;
// Try to add the levels that were specified in the dialog.
ULevel* NewLevel = nullptr;
ULevelStreaming* NewStreamingLevel = AddLevelToWorld_Internal(InWorld, LevelPackageName, LevelStreamingClass, LevelTransform);
// Broadcast the levels have changed (new style)
InWorld->BroadcastLevelsChanged();
FEditorDelegates::RefreshLevelBrowser.Broadcast();
if (NewStreamingLevel)
{
NewLevel = NewStreamingLevel->GetLoadedLevel();
if (NewLevel)
{
LevelDirtyCallback.Request();
// Set the loaded level to be the current level
if (InWorld->SetCurrentLevel(NewLevel))
{
FEditorDelegates::NewCurrentLevel.Broadcast();
}
}
}
if (!IsRunningCommandlet())
{
// For safety
if (GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_Landscape))
{
GLevelEditorModeTools().ActivateDefaultMode();
}
}
// Update volume actor visibility for each viewport since we loaded a level which could potentially contain volumes
if (GUnrealEd)
{
GUnrealEd->UpdateVolumeActorVisibility(nullptr);
}
return NewStreamingLevel;
}
ULevelStreaming* UEditorLevelUtils::AddLevelToWorld_Internal(UWorld* InWorld, const TCHAR* LevelPackageName, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FTransform& LevelTransform)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
ULevel* NewLevel = nullptr;
ULevelStreaming* StreamingLevel = nullptr;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
bool bIsPersistentLevel = (InWorld->PersistentLevel->GetOutermost()->GetName() == FString(LevelPackageName));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (bIsPersistentLevel || FLevelUtils::FindStreamingLevel(InWorld, LevelPackageName))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Do nothing if the level already exists in the world.
const FString LevelName(LevelPackageName);
const FText MessageText = FText::Format(NSLOCTEXT("UnrealEd", "LevelAlreadyExistsInWorld", "A level with that name ({0}) already exists in the world."), FText::FromString(LevelName));
FSuppressableWarningDialog::FSetupInfo Info(MessageText, LOCTEXT("AddLevelToWorld_Title", "Add Level"), "LevelAlreadyExistsInWorldWarning");
Info.ConfirmText = LOCTEXT("AlreadyExist_Ok", "Ok");
FSuppressableWarningDialog RemoveLevelWarning(Info);
RemoveLevelWarning.ShowModal();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
else
{
// If the selected class is still NULL or the selected class is abstract, abort the operation.
if (LevelStreamingClass == nullptr || LevelStreamingClass->HasAnyClassFlags(CLASS_Abstract))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
return nullptr;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
const FScopedBusyCursor BusyCursor;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
StreamingLevel = NewObject<ULevelStreaming>(InWorld, LevelStreamingClass, NAME_None, RF_NoFlags, NULL);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Associate a package name.
StreamingLevel->SetWorldAssetByPackageName(LevelPackageName);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
StreamingLevel->LevelTransform = LevelTransform;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Seed the level's draw color.
StreamingLevel->LevelColor = FLinearColor::MakeRandomColor();
// Add the new level to world.
InWorld->AddStreamingLevel(StreamingLevel);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Refresh just the newly created level.
TArray<ULevelStreaming*> LevelsForRefresh;
LevelsForRefresh.Add(StreamingLevel);
InWorld->RefreshStreamingLevels(LevelsForRefresh);
if (!StreamingLevel->HasAnyFlags(RF_Transient))
{
InWorld->MarkPackageDirty();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
NewLevel = StreamingLevel->GetLoadedLevel();
if (NewLevel != nullptr)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
EditorLevelUtils::SetLevelVisibility(NewLevel, true, true);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Levels migrated from other projects may fail to load their world settings
// If so we create a new AWorldSettings actor here.
if (NewLevel->GetWorldSettings(false) == nullptr)
{
UWorld* SubLevelWorld = CastChecked<UWorld>(NewLevel->GetOuter());
FActorSpawnParameters SpawnInfo;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnInfo.Name = GEngine->WorldSettingsClass->GetFName();
AWorldSettings* NewWorldSettings = SubLevelWorld->SpawnActor<AWorldSettings>(GEngine->WorldSettingsClass, SpawnInfo);
NewLevel->SetWorldSettings(NewWorldSettings);
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (NewLevel) // if the level was successfully added
{
FEditorDelegates::OnAddLevelToWorld.Broadcast(NewLevel);
}
return StreamingLevel;
}
ULevelStreaming* UEditorLevelUtils::SetStreamingClassForLevel(ULevelStreaming* InLevel, TSubclassOf<ULevelStreaming> LevelStreamingClass)
{
check(InLevel);
const FScopedBusyCursor BusyCursor;
// Cache off the package name, as it will be lost when unloading the level
const FName CachedPackageName = InLevel->GetWorldAssetPackageFName();
// First hide and remove the level if it exists
ULevel* Level = InLevel->GetLoadedLevel();
check(Level);
SetLevelVisibility(Level, false, false);
check(Level->OwningWorld);
UWorld* World = Level->OwningWorld;
World->RemoveStreamingLevel(InLevel);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// re-add the level with the desired streaming class
AddLevelToWorld(World, *(CachedPackageName.ToString()), LevelStreamingClass);
// Transfer level streaming settings
ULevelStreaming* NewStreamingLevel = FLevelUtils::FindStreamingLevel(Level);
if (NewStreamingLevel)
{
NewStreamingLevel->LevelTransform = InLevel->LevelTransform;
NewStreamingLevel->EditorStreamingVolumes = InLevel->EditorStreamingVolumes;
NewStreamingLevel->MinTimeBetweenVolumeUnloadRequests = InLevel->MinTimeBetweenVolumeUnloadRequests;
NewStreamingLevel->LevelColor = InLevel->LevelColor;
NewStreamingLevel->Keywords = InLevel->Keywords;
NewStreamingLevel->SetFolderPath(InLevel->GetFolderPath());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
return NewStreamingLevel;
}
void UEditorLevelUtils::MakeLevelCurrent(ULevel* InLevel, bool bEvenIfLocked)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (ensureAsRuntimeWarning(InLevel != nullptr))
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Locked levels can't be made current.
if (bEvenIfLocked || !FLevelUtils::IsLevelLocked(InLevel))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Make current broadcast if it changed
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (InLevel->OwningWorld->SetCurrentLevel(InLevel))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
FEditorDelegates::NewCurrentLevel.Broadcast();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Deselect all selected builder brushes.
bool bDeselectedSomething = false;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
AActor* Actor = static_cast<AActor*>(*It);
checkSlow(Actor->IsA(AActor::StaticClass()));
ABrush* Brush = Cast< ABrush >(Actor);
if (Brush && FActorEditorUtils::IsABuilderBrush(Actor))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
GEditor->SelectActor(Actor, /*bInSelected=*/ false, /*bNotify=*/ false);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
bDeselectedSomething = true;
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
// Send a selection change callback if necessary.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (bDeselectedSomething)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
GEditor->NoteSelectionChange();
}
// Force the current level to be visible.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
SetLevelVisibility(InLevel, true, false);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevelMakeLevelCurrent", "MakeLevelCurrent: The requested operation could not be completed because the level is locked."));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
void UEditorLevelUtils::MakeLevelCurrent(ULevelStreaming* InStreamingLevel)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (ensureAsRuntimeWarning(InStreamingLevel != nullptr))
{
MakeLevelCurrent(InStreamingLevel->GetLoadedLevel());
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
bool UEditorLevelUtils::PrivateRemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
bool bRemovedLevelStreaming = false;
if (InLevelStreaming)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
check(InLevelStreaming->GetLoadedLevel() == NULL); // This method is designed to be used to remove left over references to null levels
InLevelStreaming->Modify();
// Disassociate the level from the volume.
for (ALevelStreamingVolume* LevelStreamingVolume : InLevelStreaming->EditorStreamingVolumes)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (LevelStreamingVolume)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
LevelStreamingVolume->Modify();
LevelStreamingVolume->StreamingLevelNames.Remove(InLevelStreaming->GetWorldAssetPackageFName());
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Disassociate the volumes from the level.
InLevelStreaming->EditorStreamingVolumes.Empty();
if (UWorld* OwningWorld = InLevelStreaming->GetWorld())
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
OwningWorld->RemoveStreamingLevel(InLevelStreaming);
OwningWorld->RefreshStreamingLevels({});
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
bRemovedLevelStreaming = true;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return bRemovedLevelStreaming;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
bool UEditorLevelUtils::RemoveInvalidLevelFromWorld(ULevelStreaming* InLevelStreaming)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
bool bRemoveSuccessful = PrivateRemoveInvalidLevelFromWorld(InLevelStreaming);
if (bRemoveSuccessful)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Redraw the main editor viewports.
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Broadcast the levels have changed (new style)
InLevelStreaming->GetWorld()->BroadcastLevelsChanged();
FEditorDelegates::RefreshLevelBrowser.Broadcast();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Update selection for any selected actors that were in the level and are no longer valid
GEditor->NoteSelectionChange();
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Collect garbage to clear out the destroyed level
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return bRemoveSuccessful;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
ULevelStreaming* UEditorLevelUtils::CreateNewStreamingLevel(TSubclassOf<ULevelStreaming> LevelStreamingClass, const FString& PackagePath /*= TEXT("")*/, bool bMoveSelectedActorsIntoNewLevel /*= false*/)
{
FString Filename;
if (PackagePath.IsEmpty() || FPackageName::TryConvertLongPackageNameToFilename(PackagePath, Filename, FPackageName::GetMapPackageExtension()))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (ensureAsRuntimeWarning(LevelStreamingClass.Get() != nullptr))
{
bool bUseSaveAs = PackagePath.IsEmpty();
return CreateNewStreamingLevelForWorld(*GEditor->GetEditorWorldContext().World(), LevelStreamingClass, Filename, bMoveSelectedActorsIntoNewLevel, nullptr, bUseSaveAs);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
return nullptr;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
namespace UE::EditorLevelUtils::Private
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
ULevel* GetPersistentLevelForNewStreamingLevel(UWorld* NewLevelWorld, UWorld* InTemplateWorld)
{
check(NewLevelWorld || InTemplateWorld);
return NewLevelWorld ? NewLevelWorld->PersistentLevel : InTemplateWorld->PersistentLevel;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
UWorld* GetWorldForNewStreamingLevel(UWorld* InTemplateWorld, bool bIsPartitioned = false)
{
if (!InTemplateWorld)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
// Create a new world
UWorldFactory* Factory = NewObject<UWorldFactory>();
Factory->bCreateWorldPartition = bIsPartitioned;
Factory->WorldType = EWorldType::Inactive;
UPackage* Pkg = CreatePackage( NULL);
FName WorldName(TEXT("Untitled"));
EObjectFlags Flags = RF_Public | RF_Standalone;
UWorld* NewLevelWorld = CastChecked<UWorld>(Factory->FactoryCreateNew(UWorld::StaticClass(), Pkg, WorldName, Flags, NULL, GWarn));
if (NewLevelWorld)
{
FAssetRegistryModule::AssetCreated(NewLevelWorld);
}
return NewLevelWorld;
}
return nullptr;
}
};
ULevelStreaming* UEditorLevelUtils::CreateNewStreamingLevelForWorld(UWorld& InWorld, TSubclassOf<ULevelStreaming> LevelStreamingClass, const FString& DefaultFilename /* = TEXT( "" ) */, bool bMoveSelectedActorsIntoNewLevel /* = false */, UWorld* InTemplateWorld /* = nullptr */, bool bInUseSaveAs /*= true*/, TFunction<void(ULevel*)> InPreSaveLevelOperation /* = TFunction<void(ULevel*)>()*/, const FTransform& InTransform /* = FTransform::Identity */)
{
TArray<AActor*> ActorsToMove;
if (bMoveSelectedActorsIntoNewLevel)
{
ActorsToMove.Reserve(GEditor->GetSelectedActorCount());
for (FSelectionIterator It(GEditor->GetSelectedActorIterator()); It; ++It)
{
if (AActor* Actor = Cast<AActor>(*It))
{
ActorsToMove.Add(Actor);
}
}
}
return CreateNewStreamingLevelForWorld(InWorld, LevelStreamingClass, /*bUseExternalActors=*/false, DefaultFilename, &ActorsToMove, InTemplateWorld, bInUseSaveAs, /*bIsPartitioned=*/false, InPreSaveLevelOperation, InTransform);
}
ULevelStreaming* UEditorLevelUtils::CreateNewStreamingLevelForWorld(UWorld& InWorld, TSubclassOf<ULevelStreaming> LevelStreamingClass, bool bUseExternalActors, const FString& DefaultFilename /* = TEXT("") */, const TArray<AActor*>* ActorsToMove /* = nullptr */, UWorld* InTemplateWorld /* = nullptr */, bool bInUseSaveAs /*= true*/, bool bIsPartitioned /*= false*/, TFunction<void(ULevel*)> InPreSaveLevelOperation /* = TFunction<void(ULevel*)>()*/, const FTransform& InTransform /* = FTransform::Identity */)
{
// Editor modes cannot be active when any level saving occurs.
if (!IsRunningCommandlet())
{
GLevelEditorModeTools().DeactivateAllModes();
}
using namespace UE::EditorLevelUtils::Private;
// Make sure we reenable the default mode on exit
ON_SCOPE_EXIT
{
if (!IsRunningCommandlet())
{
GLevelEditorModeTools().ActivateDefaultMode();
}
};
// This is the world we are adding the new level to
UWorld* WorldToAddLevelTo = &InWorld;
// This is the new streaming level's world not the persistent level world
UWorld* NewLevelWorld = GetWorldForNewStreamingLevel(InTemplateWorld, bIsPartitioned);
ULevel* PersistentLevel = GetPersistentLevelForNewStreamingLevel(NewLevelWorld, InTemplateWorld);
// No need to convert actors in partitioned worlds as they are already external
if (bUseExternalActors && !bIsPartitioned)
{
PersistentLevel->ConvertAllActorsToPackaging(true);
PersistentLevel->bUseExternalActors = true;
}
check(bIsPartitioned == PersistentLevel->bIsPartitioned);
if (InPreSaveLevelOperation)
{
// Call lambda before saving level
InPreSaveLevelOperation(PersistentLevel);
}
bool bNewWorldSaved = false;
FString NewPackageName = DefaultFilename;
if (bInUseSaveAs)
{
bNewWorldSaved = FEditorFileUtils::SaveLevelAs(PersistentLevel, &NewPackageName);
}
else
{
bNewWorldSaved = FEditorFileUtils::SaveLevel(PersistentLevel, DefaultFilename, &NewPackageName);
}
if (bNewWorldSaved && !NewPackageName.IsEmpty())
{
NewPackageName = FPackageName::FilenameToLongPackageName(NewPackageName);
if (!NewLevelWorld)
{
UPackage* NewPackage = LoadPackage(nullptr, *NewPackageName, LOAD_None);
if (NewPackage)
{
NewLevelWorld = UWorld::FindWorldInPackage(NewPackage);
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
// If the new world was saved successfully, import it as a streaming level.
ULevelStreaming* NewStreamingLevel = nullptr;
ULevel* NewLevel = nullptr;
if (bNewWorldSaved)
{
NewStreamingLevel = AddLevelToWorld(WorldToAddLevelTo, *NewPackageName, LevelStreamingClass, InTransform);
if (NewStreamingLevel != nullptr)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
NewLevel = NewStreamingLevel->GetLoadedLevel();
// If we are moving the selected actors to the new level move them now
if (ActorsToMove)
{
MoveActorsToLevel(*ActorsToMove, NewLevel);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Finally make the new level the current one
if (WorldToAddLevelTo->SetCurrentLevel(NewLevel))
{
FEditorDelegates::NewCurrentLevel.Broadcast();
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3122543 on 2016/09/13 by Ben.Woodhouse Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled. #jira UE-35878 Change 3122544 on 2016/09/13 by Ben.Woodhouse Shadow stencil optimisation with cvar (enabled by default) Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN. This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX) Shadow projection GPU time profiling : Test map with 35 characters, stationary directional light - 4ms-2ms on XB1 - 2.5ms to 0.9ms on PC (r9-390X) - 3ms-2ms on PS4 Paragon PS4 (roughly 20% reduced - from ~0.39ms) Change 3122687 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES31 crash Change 3122691 on 2016/09/13 by Rolando.Caloca DR - vk - Fixes for SDK 1.0.26.0 Change 3122778 on 2016/09/13 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3122921 on 2016/09/13 by Rolando.Caloca DR - vk - Fix ES3.1 Change 3122925 on 2016/09/13 by Ben.Woodhouse Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor) #jira UE-35904 Change 3123016 on 2016/09/13 by Chris.Bunner Fixed adaptive tessellation, broken by CL 3089208 refactor. #jira UE-35341 Change 3123079 on 2016/09/13 by Rolando.Caloca DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily) Change 3123503 on 2016/09/13 by David.Hill #jira UE-25623 converted a check() to checkf() to include better diagnostic information. Change 3123617 on 2016/09/13 by Guillaume.Abadie Fixes artifact when the camera direction is almost parallel to a wide plane with SSR. #jira UE-35128 Change 3123743 on 2016/09/13 by Brian.Karis Separate mesh reduction interfaces for static and skeletal. Zero bad tangents from input mesh. Change 3125378 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them. Change 3125527 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix UT build and mac Change 3125741 on 2016/09/14 by Rolando.Caloca DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1) Change 3125763 on 2016/09/14 by Rolando.Caloca DR - vk - Added new Renderpass cache - Fix buffer barrier warning Change 3125769 on 2016/09/14 by Rolando.Caloca DR - Renamed cvar to r.DumpSCWQueuedJobs Change 3125771 on 2016/09/14 by Rolando.Caloca DR - Added support for SV_ClipDistance on GL3 & 4 Change 3125792 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Odin and PS4 Change 3125880 on 2016/09/14 by Arne.Schober DR - [UE-34481] - Fix Fortnite Change 3125968 on 2016/09/14 by Brian.Karis Removed comment Change 3126315 on 2016/09/15 by Ben.Woodhouse GPU profiler robustness - Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly - Simplify gathering logic - Fix race condition where we could read back queries before they're submitted on the RHI thread. - Fix for movie player stat gathering - disable gathering outside of the main engine tick #jira UE-35975 Change 3126792 on 2016/09/15 by Rolando.Caloca DR - vk - Release render pass cache Change 3126804 on 2016/09/15 by Rolando.Caloca DR - vk - Fix UpdateTexture2D() #jira UE-34151 Change 3126884 on 2016/09/15 by Rolando.Caloca DR - vk - Compile fix Change 3126953 on 2016/09/15 by Rolando.Caloca DR - Enable GPU capture when running OpenGL under RenderDoc - Will also set the memory mode to non coherent so not to kill performance on RenderDoc Change 3126966 on 2016/09/15 by Rolando.Caloca DR - Allow cooking for Vulkan SM4 to help with packaging Change 3127082 on 2016/09/15 by Guillaume.Abadie Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length. #jira UE-35367, UE-33602, UE-33603, UE-33604 #review-3125887 @brian.karis Change 3127130 on 2016/09/15 by Mark.Satterthwaite Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3127475 on 2016/09/15 by Rolando.Caloca DR - vk - Debug dump Change 3128131 on 2016/09/16 by Ben.Woodhouse (Integrated from //UE4/Private-Partner-NREAL/...) Alpha output support for postprocess materials (optional via a parameter) Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection) Change 3128135 on 2016/09/16 by Ben.Woodhouse GPU profiler (PS4) - remove bubbles between commandlist submissions from query times Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on) Also fixes some potential precision issues with unit GPU timing Change 3128247 on 2016/09/16 by Rolando.Caloca DR - vk - Cache framebuffers Change 3128593 on 2016/09/16 by Rolando.Caloca DR - vk - Fix for crash loading map #jira UE-36072 Change 3128759 on 2016/09/16 by Mark.Satterthwaite Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload. Change 3130236 on 2016/09/19 by Chris.Bunner Exposed full SceneCaptureComponent classes instead of select methods. #jira UE-35996 Change 3130388 on 2016/09/19 by Rolando.Caloca DR - Avoid crash when adding dynamic primitives #jira UE-35327 Change 3130393 on 2016/09/19 by Marc.Olano Improve vector noise tooltips & documentation Change 3130547 on 2016/09/19 by Ben.Woodhouse Fix for ensure fail when initializing point light shadowmaps. This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters. I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix. #jira UE-35837 Change 3130578 on 2016/09/19 by Daniel.Wright Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL Change 3130682 on 2016/09/19 by Rolando.Caloca DR - Better fix for UE-35327 #jira UE-35327 Change 3130767 on 2016/09/19 by Uriel.Doyon Better handling of color array in VisualizeComplexity code to prevent assert. #jira UE-29332 Change 3130965 on 2016/09/19 by Arne.Schober DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking. Change 3130967 on 2016/09/19 by Chris.Bunner Hid redundant texture sampler properties from texture object parameter. Hid redundant texture property input on texture parameter nodes. Fixed copy-paste error in expression texture parameter docs. #jira UE-32724 Change 3131118 on 2016/09/19 by Mark.Satterthwaite Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts. #jira FORT-25869 #jira UE-34263 Change 3131153 on 2016/09/19 by Rolando.Caloca DR - Fix recompute normals when triangles have a LHS tangent basis Integrate from 3028634 - Also make meshes that don't have morphs be able to run through the recompute normals path #jira UE-35472 Change 3131228 on 2016/09/19 by Mark.Satterthwaite Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early. #jira UE-35240 Change 3131246 on 2016/09/19 by Rolando.Caloca DR - Shrink gpu skinning permutations Change 3131261 on 2016/09/19 by Mark.Satterthwaite Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader. ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer. Change 3131265 on 2016/09/19 by Mark.Satterthwaite Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS. Change 3131271 on 2016/09/19 by Mark.Satterthwaite Use private memory for the Metal stencil SRV workaround needed on El Capitan. Change 3131273 on 2016/09/19 by Mark.Satterthwaite Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly. Change 3131280 on 2016/09/19 by Mark.Satterthwaite For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode. Change 3131283 on 2016/09/19 by Mark.Satterthwaite Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache. Change 3131402 on 2016/09/19 by Rolando.Caloca DR - Disambiguate callstack #jira UE-34415 Change 3131469 on 2016/09/19 by Rolando.Caloca DR - vk - Check if we can allocate descriptors off a pool Change 3131482 on 2016/09/19 by Rolando.Caloca DR - vk - Remove unused var Change 3131506 on 2016/09/19 by Mark.Satterthwaite With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS. Change 3131536 on 2016/09/19 by Rolando.Caloca DR - vk - Compile fix Change 3131564 on 2016/09/19 by Rolando.Caloca DR - vk - Submit Hint - Disable framebuffer recycling as its causing a hang Change 3131625 on 2016/09/19 by Mark.Satterthwaite Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required. Change 3131630 on 2016/09/19 by Mark.Satterthwaite More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful. Change 3131955 on 2016/09/20 by Gil.Gribb Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering) Change 3131978 on 2016/09/20 by Gil.Gribb CIS fix Change 3132584 on 2016/09/20 by Ben.Woodhouse Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling #jira UE-35937 Change 3132696 on 2016/09/20 by Mark.Satterthwaite Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it. Change 3132772 on 2016/09/20 by Mark.Satterthwaite Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient. Change 3132870 on 2016/09/20 by Ben.Woodhouse Fix mac compile error Change 3133049 on 2016/09/20 by Brian.Karis Changed light source shapes in reflection captures to use alpha Change 3133057 on 2016/09/20 by Brian.Karis Alphaed out on spot light cone as well. Change 3133263 on 2016/09/20 by Rolando.Caloca DR - vk - Debug names for objects Change 3133292 on 2016/09/20 by Rolando.Caloca DR - vk - Fix SRGB upload/formats Change 3133395 on 2016/09/20 by Rolando.Caloca DR - vk - SM5 fixes Change 3134026 on 2016/09/21 by Gil.Gribb Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering) Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3134730 on 2016/09/21 by Arne.Schober DR - [UE-34481] - Fix minor brokenness found by Gil Change 3134792 on 2016/09/21 by Chris.Bunner Fixed compile errors for non-editor builds. Change 3135214 on 2016/09/21 by Rolando.Caloca DR - vk - Fix visualize texture - Dump memory when OOM (to track leaks) Change 3135225 on 2016/09/21 by Rolando.Caloca DR - vk - Ensure on exit if mem leak - Update fences if running wait for idle Change 3135672 on 2016/09/22 by Gil.Gribb Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering) Change 3135793 on 2016/09/22 by Rolando.Caloca DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer Change 3135816 on 2016/09/22 by Rolando.Caloca DR - Add names for d3d on renderdoc Change 3135894 on 2016/09/22 by Chris.Bunner Fixed initialization order warning. Change 3136024 on 2016/09/22 by Rolando.Caloca DR - vk - Fix stencil faces Change 3136042 on 2016/09/22 by Marcus.Wassmer Fix compile error Change 3136046 on 2016/09/22 by Chris.Bunner Renamed material for PostTonemapHDRColor visualization to reflect actual usage. Change 3136308 on 2016/09/22 by Uriel.Doyon Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript. #jira UE-36094 Change 3136798 on 2016/09/22 by Chris.Bunner Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer. Change 3137092 on 2016/09/22 by Rolando.Caloca DR - vk - Rename pipeline to gfx pipeline Change 3137263 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135157: Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access. #jira FORT-30061 Change 3137265 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135169: Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled). Change 3137266 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3135237: Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer. Change 3137268 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3136033: To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra. Fix GPU selection code in MetalRHI to confirm everything is working. #jira FORT-30385 Change 3137269 on 2016/09/22 by Mark.Satterthwaite Duplicate CL #3137164: Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails. #jira FORT-30377 Change 3137606 on 2016/09/23 by Gil.Gribb Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering) Change 3137936 on 2016/09/23 by Rolando.Caloca DR - Split RHICmdList clear into color & ds in prep for changes Change 3138346 on 2016/09/23 by Rolando.Caloca DR - vk - Some renaming and splitting classes in prep for compute Change 3138628 on 2016/09/23 by Rolando.Caloca DR - vk - Fix mem leak on framebuffers Change 3138721 on 2016/09/23 by Daniel.Wright Better comment for r.DefaultFeature.AntiAliasing Change 3138722 on 2016/09/23 by Daniel.Wright Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface Change 3138723 on 2016/09/23 by Daniel.Wright Corrected GC doc Change 3138892 on 2016/09/23 by Daniel.Wright Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build Change 3138905 on 2016/09/23 by Daniel.Wright "Optimizations" -> "Optimization Viewmodes" Change 3138939 on 2016/09/23 by Daniel.Wright Disabled the stationary light overlap viewmode with forward shading Change 3139710 on 2016/09/26 by Rolando.Caloca DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture Change 3139820 on 2016/09/26 by Rolando.Caloca DR - Remove prefix from shader frequency strings Change 3139828 on 2016/09/26 by Marcus.Wassmer Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization. Change 3139840 on 2016/09/26 by Benjamin.Hyder Adding VectorNoise Examples to TM-Noise map Change 3139862 on 2016/09/26 by Rolando.Caloca DR - Better log to track down crash #jira UE-36271 Change 3140142 on 2016/09/26 by Rolando.Caloca DR - Fix clang warning Change 3140145 on 2016/09/26 by Rolando.Caloca DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters Change 3140360 on 2016/09/26 by Daniel.Wright Lighting Scenarios and lightmaps moved to separate package * Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world. * Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds. * If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it. * For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load. * Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times. Change 3140361 on 2016/09/26 by Daniel.Wright Lighting Scenarios UI Change 3140582 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140166 Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one. #jira FORT-30551 Change 3140584 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140131: Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU. #jira FORT-30622 Change 3140586 on 2016/09/26 by Mark.Satterthwaite Duplicate CL #3140450: Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly. #jira FORT-30649 Change 3140594 on 2016/09/26 by Zabir.Hoque Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error. Change 3140601 on 2016/09/26 by Marcus.Wassmer New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR Change 3140602 on 2016/09/26 by Zabir.Hoque CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it. #Tests: Fix was tested by licensee (GearBox). Change 3140622 on 2016/09/26 by Rolando.Caloca DR - vk - More prep for sm5 Change 3140765 on 2016/09/26 by Rolando.Caloca DR - Fix ensure from bad clear depth surface Change 3141251 on 2016/09/27 by Rolando.Caloca DR - vk - Rename & cleanup Change 3141394 on 2016/09/27 by Rolando.Caloca DR - vk - Compute pipeline state Change 3141463 on 2016/09/27 by Mark.Satterthwaite Fix the include order to avoid compile errors on Mac. Change 3141529 on 2016/09/27 by Gil.Gribb Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering) Change 3141830 on 2016/09/27 by zachary.wilson Adding testing content for lighting scenarios to collaborate with Ben Change 3141941 on 2016/09/27 by Olaf.Piesche Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer. Change 3142035 on 2016/09/27 by Olaf.Piesche Fix compiler error from silly leftover bit of code. Change 3142065 on 2016/09/27 by Benjamin.Hyder Updating Lighting Scenario map Change 3142262 on 2016/09/27 by Mark.Satterthwaite Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform: On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications. On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2 #jira UE-35749 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3142397 on 2016/09/27 by Mark.Satterthwaite Update hlslcc for Mac including RCO's changes in CL #3142292. #jira UE-31438 Change 3142438 on 2016/09/27 by Daniel.Wright UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking Change 3142452 on 2016/09/27 by Rolando.Caloca DR - Proper support for int defines Change 3142519 on 2016/09/27 by Arne.Schober DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available. Change 3142537 on 2016/09/27 by Daniel.Wright Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset Change 3142691 on 2016/09/27 by Daniel.Wright Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content Change 3142711 on 2016/09/27 by Daniel.Wright GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser Change 3142712 on 2016/09/27 by Daniel.Wright Separate category for ParticleCutout properties Change 3142762 on 2016/09/27 by Uriel.Doyon Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds. The density are computed by the engine but can be overridden by the user in the material tabs. Texture streaming intermediate component data is now per material instead of per lod-section. New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode. This is currently used to show which UV channel and which texture index is being shown in the texture streaming accuracy viewmodes. This replaces r.Streaming.AnalysisIndex Renamed texture streaming viewmodes: MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales Improved UV density computation and viewmode. LightmapUVDensity is now computed separately from UVChannel Density. Fixed texture streaming for instanced static mesh component and derived types. Change 3143464 on 2016/09/28 by Daniel.Wright Removed 'experimental' from forward shading setting Change 3143508 on 2016/09/28 by Chris.Bunner Added component type handling to FoldedMath and Length material expressions. #jira UE-36304 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3143563 on 2016/09/28 by Rolando.Caloca DR - vk - Force hlslcc re-link Change 3143648 on 2016/09/28 by Daniel.Wright Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already. Change 3143661 on 2016/09/28 by Chris.Bunner Warning fix. Change 3143723 on 2016/09/28 by Daniel.Wright DumpUnbuiltLightIteractions after lighting build for debugging Change 3143822 on 2016/09/28 by Arne.Schober DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows. Change 3143860 on 2016/09/28 by Benjamin.Hyder Updating TM-Noise map to include 3d noise examples Change 3143939 on 2016/09/28 by Rolando.Caloca DR - vk - Better debugging of submissions - Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs Change 3144006 on 2016/09/28 by Brian.Karis Fixed PixelError not being set correctly with LOD groups. Removed unneeded Simplygon references. Mesh reduction module can now be chosen by name with r.MeshReductionModule Change 3144026 on 2016/09/28 by Benjamin.Hyder Updating QA-Effects map to correct numbering issue Change 3144098 on 2016/09/28 by Arne.Schober DR - ViewMatrices Refactoring - Fix UT Change 3144158 on 2016/09/28 by Rolando.Caloca DR - Undo splitting RHI command context Change 3144952 on 2016/09/29 by Rolando.Caloca DR - vk - Missing swapchain flag Change 3145064 on 2016/09/29 by Olaf.Piesche #jira UE-36091 Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly. Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3145485 on 2016/09/29 by Daniel.Wright Made SeamlessTravelLoadCallback handle legacy lightmaps Change 3145527 on 2016/09/29 by Daniel.Wright Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel Change 3145530 on 2016/09/29 by Simon.Tovey UE-36188 - Editor crash when updating hierarchical instance static mesh component Dirtied render state rather than unsafe update of bounds. Change 3145608 on 2016/09/29 by Gil.Gribb Attempt to fix a random compiler error under win32 Change 3145749 on 2016/09/29 by Uriel.Doyon Fix for static analysis warning Change 3146091 on 2016/09/29 by Zabir.Hoque RHI Interface changes to support PSO based APIs Change 3146092 on 2016/09/29 by Zabir.Hoque D3D12 RHI support for PSO based APIs. Change 3146590 on 2016/09/30 by Gil.Gribb Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering) Change 3146731 on 2016/09/30 by Rolando.Caloca DR - Fix merge conflicts Change 3146778 on 2016/09/30 by Rolando.Caloca DR - More integration compile fixes Change 3146790 on 2016/09/30 by Rolando.Caloca DR - Integration fix Change 3146849 on 2016/09/30 by Rolando.Caloca DR - Final integration fix Change 3146899 on 2016/09/30 by Daniel.Wright Static analysis fix for dereferencing World Change 3147020 on 2016/09/30 by Rolando.Caloca DR - vk - Fix depth issue on AMD cards - Added VULKAN_KEEP_CREATE_INFO to help debugging creation - Added num color attachments to pipeline key Change 3147034 on 2016/09/30 by Rolando.Caloca DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines #jira UE-36277 #jira UE-36500 Change 3147080 on 2016/09/30 by Rolando.Caloca DR - vk - Disable debug info by default Change 3147082 on 2016/09/30 by Chris.Bunner Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list. #jira UE-36491 Change 3147388 on 2016/09/30 by Chris.Bunner Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers. #jira UE-35288 Change 3147394 on 2016/09/30 by Chris.Bunner Additional logging for rare error. #jira UE-35812 Change 3147459 on 2016/09/30 by Rolando.Caloca DR - vk - Some more srgb formats Change 3147537 on 2016/09/30 by Rolando.Caloca DR - vk - Standarize srgb flag like D3D11 - Minor FVulkanShader cleanup Change 3147620 on 2016/09/30 by Olaf.Piesche #jira UE=34486 particle component tick function task can be invalid during pause; add check Change 3148028 on 2016/10/01 by Daniel.Wright Renamed RenderingSettings.cpp to match header Change 3148059 on 2016/10/01 by Daniel.Wright Disabled reparenting in the profiler which is disorienting Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3148069 on 2016/10/01 by Daniel.Wright Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars Change 3148072 on 2016/10/01 by Daniel.Wright Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness Change 3148073 on 2016/10/01 by Daniel.Wright r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream Change 3148074 on 2016/10/01 by Daniel.Wright Enabled planar reflection receiving on the material used for the preview of a APlanarReflection Change 3148084 on 2016/10/01 by Daniel.Wright Fixed reflections on Surface TranslucencyVolume in deferred Change 3148085 on 2016/10/01 by Daniel.Wright Fixed planar reflection composite being done too many times in stereo deferred Change 3148086 on 2016/10/01 by Daniel.Wright Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10. Change 3148107 on 2016/10/01 by Daniel.Wright CIS fix Change 3148113 on 2016/10/01 by Daniel.Wright Translucency lighting modes for forward shading * Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway Change 3148306 on 2016/10/02 by Rolando.Caloca DR - vk - Fix for some NV drivers on Win10 Change 3148307 on 2016/10/02 by Rolando.Caloca DR - vk - Compute pipeline Change 3148358 on 2016/10/02 by Rolando.Caloca DR - vk - Consolidate and renumber enum for binding types Change 3148396 on 2016/10/03 by Rolando.Caloca DR - vk - Warning fix Change 3148697 on 2016/10/03 by Benjamin.Hyder Submitting M_Chromebal after enabling planar reflectionsl Change 3148799 on 2016/10/03 by Rolando.Caloca DR - vk - static analysis fix Change 3148934 on 2016/10/03 by Chris.Bunner Added pre-skinned local position material graph node, vertex shader only. Change 3148994 on 2016/10/03 by Chris.Bunner Added missing header file. Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3149095 on 2016/10/03 by Rolando.Caloca DR - vk - Disable new render passes Change 3149125 on 2016/10/03 by Rolando.Caloca DR - vk - Fix for multiple memory types Change 3149181 on 2016/10/03 by Rolando.Caloca DR - Better message when missing pipelines Change 3149215 on 2016/10/03 by Rolando.Caloca DR - RHIClearColor -> RHIClearColorTexture #tests Orion Editor run match on Agora_P Change 3149288 on 2016/10/03 by Chris.Bunner Added PreTonemapHDRColor for buffer visualization and target output. #jira UE-36333 Change 3149402 on 2016/10/03 by Daniel.Wright Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res) Change 3149403 on 2016/10/03 by Daniel.Wright Forward lighting supports lighting channels Change 3149574 on 2016/10/03 by Marcus.Wassmer PR #2817: Ansel/Photography system (Contributed by adamnv) Modified to become a plugin Change 3149615 on 2016/10/03 by Rolando.Caloca DR - vk - Fix PF_G16R16 which fixes reflections Change 3149639 on 2016/10/03 by Olaf.Piesche Adding more ensures to catch NaNs occasionally appearing in particle locations early Change 3149745 on 2016/10/03 by Uriel.Doyon Moved UVDensity computation in the staticmesh DDC. Change 3149749 on 2016/10/03 by Daniel.Wright Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility Change 3149755 on 2016/10/03 by Benjamin.Hyder Checking in built lighting for QA-postprocessing Change 3149758 on 2016/10/03 by Benjamin.Hyder re-submitting built lighting for QA-PostProcessing Change 3149940 on 2016/10/04 by Gil.Gribb Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering) Change 3150098 on 2016/10/04 by Marcus.Wassmer Fix some clang and win32 errors Change 3150323 on 2016/10/04 by Rolando.Caloca DR - vk - Static analysis fix Change 3150456 on 2016/10/04 by Daniel.Wright Revert temp logs Change 3150731 on 2016/10/04 by Daniel.Wright Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid Change 3150795 on 2016/10/04 by Marcus.Wassmer Fix RHIClearUAV and Drawindirect bugs on PS4. Also fix PS4 compile error from bad merge. Change 3151065 on 2016/10/04 by Ben.Marsh Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering) Change 3151134 on 2016/10/04 by Brian.Karis Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array. Change 3151201 on 2016/10/04 by Marcus.Wassmer Nvidia approved icon for ansel plugin. Change 3151240 on 2016/10/04 by Marcus.Wassmer Fix string concat build error. Change 3151258 on 2016/10/04 by Ben.Marsh Fix compile error. Change 3151290 on 2016/10/04 by Marcus.Wassmer Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix. Change 3152104 on 2016/10/05 by Chris.Bunner Workaround for legacy BreakMA material node invalid component masks. #jira UE-36832 Change 3152130 on 2016/10/05 by Ben.Woodhouse Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling #jira UE-35890 Change 3152240 on 2016/10/05 by Rolando.Caloca DR - Fix for missing gizmo colors #jira UE-36515 Change 3152338 on 2016/10/05 by Daniel.Wright Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker Change 3152833 on 2016/10/05 by Brian.Karis Improved precision of quadrics. Fixes bad triangles on large meshes Change 3153376 on 2016/10/06 by Rolando.Caloca DR - Fix for SM4 missing pipelines fallout Change 3153650 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering) Change 3153656 on 2016/10/06 by Uriel.Doyon Fixed main integration compilation issues. Some of the Mesh UVDensity UI is temporary disabled. Change 3153725 on 2016/10/06 by Uriel.Doyon Fixed crash when source data is missing for lightmaps #jira UE-36157 Change 3153998 on 2016/10/06 by Gil.Gribb Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering) Change 3154056 on 2016/10/06 by Marcus.Wassmer Fix compile errors from merge. Also restore some light scencario code Change 3154176 on 2016/10/06 by Marcus.Wassmer Fix deprecation warning Change 3154252 on 2016/10/06 by Marcus.Wassmer Fix more deprecation warnings Change 3154632 on 2016/10/07 by Chris.Bunner Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function. #jira UE-37002 [CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
// Broadcast the levels have changed (new style)
WorldToAddLevelTo->BroadcastLevelsChanged();
FEditorDelegates::RefreshLevelBrowser.Broadcast();
return NewStreamingLevel;
}
bool UEditorLevelUtils::RemoveLevelsFromWorld(TArray<ULevel*> InLevels, bool bClearSelection, bool bResetTransBuffer)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
// Check that all levels can be removed first
if (!InLevels.Num() || Algo::AnyOf(InLevels, [](ULevel* LevelToRemove)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (!LevelToRemove || LevelToRemove->IsPersistentLevel())
{
return true;
}
if (FLevelUtils::IsLevelLocked(LevelToRemove))
{
FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevelRemoveLevelFromWorld", "RemoveLevelFromWorld: The requested operation could not be completed because the level is locked."));
return true;
}
return false;
}))
{
return false;
}
TSet<UWorld*> ChangedWorlds;
TArray<UPackage*> PackagesToUnload;
PackagesToUnload.Reserve(InLevels.Num());
TArray<FName> PackageNames;
PackageNames.Reserve(InLevels.Num());
ULayersSubsystem* Layers = GEditor->GetEditorSubsystem<ULayersSubsystem>();
for (ULevel* Level : InLevels)
{
Layers->RemoveLevelLayerInformation(Level);
GEditor->CloseEditedWorldAssets(CastChecked<UWorld>(Level->GetOuter()));
UWorld* OwningWorld = Level->OwningWorld;
const bool bRemovingCurrentLevel = Level->IsCurrentLevel();
PrivateRemoveLevelFromWorld(Level);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (bRemovingCurrentLevel)
{
// we must set a new level. It must succeed
const bool bEvenIfLocked = true;
MakeLevelCurrent(OwningWorld->PersistentLevel, bEvenIfLocked);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
FEditorSupportDelegates::PrepareToCleanseEditorObject.Broadcast(Level);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
PrivateDestroyLevel(Level);
PackagesToUnload.Add(Level->GetOutermost());
// Keep Names in other list because unload of package will make the PackagesToUnload invalid.
PackageNames.Add(Level->GetOutermost()->GetFName());
ChangedWorlds.Add(OwningWorld);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
FText TransResetText(LOCTEXT("RemoveLevelTransReset", "Removing Levels from World"));
if (bResetTransBuffer && GEditor->Trans)
{
GEditor->Trans->Reset(TransResetText);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (!UPackageTools::UnloadPackages(PackagesToUnload))
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("UnloadPackagesFail", "Unable to unload packages."));
}
// Redraw the main editor viewports.
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
for (UWorld* ChangedWorld : ChangedWorlds)
{
// Broadcast the levels have changed (new style)
ChangedWorld->BroadcastLevelsChanged();
}
FEditorDelegates::RefreshLevelBrowser.Broadcast();
// Reset transaction buffer and run GC to clear out the destroyed level
GEditor->Cleanse(bClearSelection, false, TransResetText, bResetTransBuffer);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
auto CheckPackage = [](const TArray<FName>& PackageNames, EPrintStaleReferencesOptions Options)
{
// Check Package no longer exists
for (const FName& LevelPackageName : PackageNames)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
// Ensure that world was removed
UPackage* LevelPackage = FindObjectFast<UPackage>(NULL, LevelPackageName);
if (LevelPackage != nullptr)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
UWorld* TheWorld = UWorld::FindWorldInPackage(LevelPackage->GetOutermost());
if (TheWorld != nullptr)
{
UEngine::FindAndPrintStaleReferencesToObject(TheWorld, Options);
return false;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
}
return true;
};
// Check that packages no longer exist
EPrintStaleReferencesOptions PrintStaleReferencesOptions = EPrintStaleReferencesOptions::Log;
if (bResetTransBuffer)
{
PrintStaleReferencesOptions = UObjectBaseUtility::IsPendingKillEnabled() ? EPrintStaleReferencesOptions::Fatal : (EPrintStaleReferencesOptions::Error | EPrintStaleReferencesOptions::Ensure);
}
bool bFailed = !CheckPackage(PackageNames, PrintStaleReferencesOptions);
if (bFailed && !(PrintStaleReferencesOptions & EPrintStaleReferencesOptions::Fatal))
{
// We tried avoiding clearing the Transaction buffer but it failed. Plan B.
GEditor->Cleanse(bClearSelection, false, TransResetText, true);
CheckPackage(PackageNames, PrintStaleReferencesOptions);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
return true;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
bool UEditorLevelUtils::RemoveLevelFromWorld(ULevel* InLevel, bool bClearSelection, bool bResetTransBuffer)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
return RemoveLevelsFromWorld({ InLevel }, bClearSelection, bResetTransBuffer);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
void UEditorLevelUtils::PrivateRemoveLevelFromWorld(ULevel* InLevel)
{
bool bIsTransientLevelStreaming = false;
if (ULevelStreaming* StreamingLevel = ULevelStreaming::FindStreamingLevel(InLevel))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
bIsTransientLevelStreaming = StreamingLevel->HasAnyFlags(RF_Transient);
StreamingLevel->MarkAsGarbage();
InLevel->OwningWorld->RemoveStreamingLevel(StreamingLevel);
InLevel->OwningWorld->RefreshStreamingLevels({});
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
else if (InLevel->bIsVisible)
{
InLevel->OwningWorld->RemoveFromWorld(InLevel);
check(InLevel->bIsVisible == false);
}
if (FLevelCollection* LC = InLevel->GetCachedLevelCollection())
{
LC->RemoveLevel(InLevel);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
InLevel->ReleaseRenderingResources();
IStreamingManager::Get().RemoveLevel(InLevel);
UWorld* World = InLevel->OwningWorld;
World->RemoveLevel(InLevel);
if (InLevel->bIsLightingScenario)
{
World->PropagateLightingScenarioChange();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
InLevel->ClearLevelComponents();
// remove all group actors from the world in the level we are removing
// otherwise, this will cause group actors to not be garbage collected
for (int32 GroupIndex = World->ActiveGroupActors.Num() - 1; GroupIndex >= 0; --GroupIndex)
{
AGroupActor* GroupActor = Cast<AGroupActor>(World->ActiveGroupActors[GroupIndex]);
if (GroupActor && GroupActor->IsInLevel(InLevel))
{
World->ActiveGroupActors.RemoveAt(GroupIndex);
}
}
// Mark all model components as pending kill so GC deletes references to them.
for (UModelComponent* ModelComponent : InLevel->ModelComponents)
{
if (ModelComponent != nullptr)
{
ModelComponent->MarkAsGarbage();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
}
// Mark all actors and their components as pending kill so GC will delete references to them.
for (AActor* Actor : InLevel->Actors)
{
if (Actor != nullptr)
{
Actor->MarkComponentsAsPendingKill();
Actor->MarkAsGarbage();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
}
if (!bIsTransientLevelStreaming)
{
World->MarkPackageDirty();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
World->BroadcastLevelsChanged();
}
void UEditorLevelUtils::PrivateDestroyLevel(ULevel* InLevel)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
UWorld* World = InLevel->OwningWorld;
UObject* Outer = InLevel->GetOuter();
// Call cleanup on the outer world of the level so external hooks can be properly released, so that unloading the package isn't prevented.
UWorld* OuterWorld = Cast<UWorld>(Outer);
if (OuterWorld && OuterWorld != World)
{
OuterWorld->CleanupWorld();
}
Outer->MarkAsGarbage();
InLevel->MarkAsGarbage();
Outer->ClearFlags(RF_Public | RF_Standalone);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
UPackage* Package = InLevel->GetOutermost();
// We want to unconditionally destroy the level, so clear the dirty flag here so it can be unloaded successfully
if (Package->IsDirty())
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Package->SetDirtyFlag(false);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
void UEditorLevelUtils::DeselectAllSurfacesInLevel(ULevel* InLevel)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (InLevel)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
UModel* Model = InLevel->Model;
for (int32 SurfaceIndex = 0; SurfaceIndex < Model->Surfs.Num(); ++SurfaceIndex)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
FBspSurf& Surf = Model->Surfs[SurfaceIndex];
if (Surf.PolyFlags & PF_Selected)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Model->ModifySurf(SurfaceIndex, false);
Surf.PolyFlags &= ~PF_Selected;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
void UEditorLevelUtils::SetLevelVisibilityTemporarily(ULevel* Level, bool bShouldBeVisible)
{
// Nothing to do
if (Level == NULL)
{
return;
}
// Set the visibility of each actor in the p-level
for (TArray<AActor*>::TIterator ActorIter(Level->Actors); ActorIter; ++ActorIter)
{
AActor* CurActor = *ActorIter;
if (CurActor && !FActorEditorUtils::IsABuilderBrush(CurActor) && CurActor->bHiddenEdLevel == bShouldBeVisible)
{
CurActor->bHiddenEdLevel = !bShouldBeVisible;
CurActor->MarkComponentsRenderStateDirty();
}
}
// Set the visibility of each BSP surface in the p-level
UModel* CurLevelModel = Level->Model;
if (CurLevelModel)
{
for (TArray<FBspSurf>::TIterator SurfaceIterator(CurLevelModel->Surfs); SurfaceIterator; ++SurfaceIterator)
{
FBspSurf& CurSurf = *SurfaceIterator;
CurSurf.bHiddenEdLevel = !bShouldBeVisible;
}
}
// Add/remove model components from the scene
for (int32 ComponentIndex = 0; ComponentIndex < Level->ModelComponents.Num(); ComponentIndex++)
{
UModelComponent* CurLevelModelCmp = Level->ModelComponents[ComponentIndex];
if (CurLevelModelCmp)
{
CurLevelModelCmp->MarkRenderStateDirty();
}
}
Level->GetWorld()->SendAllEndOfFrameUpdates();
Level->bIsVisible = bShouldBeVisible;
if (Level->bIsLightingScenario)
{
Level->OwningWorld->PropagateLightingScenarioChange();
}
}
void SetLevelVisibilityNoGlobalUpdateInternal(ULevel* Level, const bool bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
// Nothing to do
if (Level == NULL)
{
return;
}
// Handle the case of the p-level
// The p-level can't be unloaded, so its actors/BSP should just be temporarily hidden/unhidden
// Also, intentionally do not force layers visible for the p-level
if (Level->IsPersistentLevel())
{
// Create a transaction so we can undo the visibility toggle
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
const FScopedTransaction Transaction(LOCTEXT("ToggleLevelVisibility", "Toggle Level Visibility"));
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (Level->bIsVisible != bShouldBeVisible && ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Level->Modify();
}
// Set the visibility of each actor in the p-level
for (TArray<AActor*>::TIterator PLevelActorIter(Level->Actors); PLevelActorIter; ++PLevelActorIter)
{
AActor* CurActor = *PLevelActorIter;
if (CurActor && !FActorEditorUtils::IsABuilderBrush(CurActor) && CurActor->bHiddenEdLevel == bShouldBeVisible)
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
{
CurActor->Modify(false);
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
CurActor->bHiddenEdLevel = !bShouldBeVisible;
CurActor->RegisterAllComponents();
CurActor->MarkComponentsRenderStateDirty();
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Set the visibility of each BSP surface in the p-level
UModel* CurLevelModel = Level->Model;
if (CurLevelModel)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
{
CurLevelModel->Modify();
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
for (TArray<FBspSurf>::TIterator SurfaceIterator(CurLevelModel->Surfs); SurfaceIterator; ++SurfaceIterator)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
FBspSurf& CurSurf = *SurfaceIterator;
CurSurf.bHiddenEdLevel = !bShouldBeVisible;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Add/remove model components from the scene
for (int32 ComponentIndex = 0; ComponentIndex < Level->ModelComponents.Num(); ComponentIndex++)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
UModelComponent* CurLevelModelCmp = Level->ModelComponents[ComponentIndex];
if (CurLevelModelCmp)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
if (bShouldBeVisible)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
CurLevelModelCmp->RegisterComponentWithWorld(Level->OwningWorld);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
else if (!bShouldBeVisible && CurLevelModelCmp->IsRegistered())
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
CurLevelModelCmp->UnregisterComponent();
}
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Level->GetWorld()->OnLevelsChanged().Broadcast();
}
else
{
const bool bReflectVisibilityToGame = CVarReflectEditorLevelVisibilityWithGame.GetValueOnGameThread() != 0;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
ULevelStreaming* StreamingLevel = NULL;
if (Level->OwningWorld == NULL || Level->OwningWorld->PersistentLevel != Level)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
StreamingLevel = FLevelUtils::FindStreamingLevel(Level);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Create a transaction so we can undo the visibility toggle
const FScopedTransaction Transaction(LOCTEXT("ToggleLevelVisibility", "Toggle Level Visibility"));
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Handle the case of a streaming level
if (StreamingLevel)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
{
// We need to set the RF_Transactional to make a streaming level serialize itself. so store the original ones, set the flag, and put the original flags back when done
EObjectFlags cachedFlags = StreamingLevel->GetFlags();
StreamingLevel->SetFlags(RF_Transactional);
StreamingLevel->Modify();
StreamingLevel->SetFlags(cachedFlags);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Set the visibility state for this streaming level.
StreamingLevel->SetShouldBeVisibleInEditor(bShouldBeVisible);
if (bReflectVisibilityToGame)
{
StreamingLevel->SetShouldBeVisible(bShouldBeVisible);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
ULayersSubsystem* Layers = GEditor->GetEditorSubsystem<ULayersSubsystem>();
if (!bShouldBeVisible)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Layers->RemoveLevelLayerInformation(Level);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
// UpdateLevelStreaming sets Level->bIsVisible directly, so we need to make sure it gets saved to the transaction buffer.
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (Level->bIsVisible != bShouldBeVisible && ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Level->Modify();
}
if (StreamingLevel)
{
Level->OwningWorld->FlushLevelStreaming();
// In the Editor we expect this operation will complete in a single call
check(Level->bIsVisible == bShouldBeVisible);
}
else if (Level->OwningWorld != NULL)
{
// In case we level has no associated StreamingLevel, remove or add to world directly
if (bShouldBeVisible)
{
if (!Level->bIsVisible)
{
Level->OwningWorld->AddToWorld(Level);
}
}
else
{
Level->OwningWorld->RemoveFromWorld(Level);
}
// In the Editor we expect this operation will complete in a single call
check(Level->bIsVisible == bShouldBeVisible);
}
if (bShouldBeVisible)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
Layers->AddLevelLayerInformation(Level);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
// Force the level's layers to be visible, if desired
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
// Iterate over the level's actors, making a list of their layers and unhiding the layers.
TArray<AActor*>& Actors = Level->Actors;
for (int32 ActorIndex = 0; ActorIndex < Actors.Num(); ++ActorIndex)
{
AActor* Actor = Actors[ActorIndex];
if (Actor)
{
bool bModified = false;
if (bShouldBeVisible && bForceLayersVisible &&
Layers->IsActorValidForLayer(Actor))
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
// Make the actor layer visible, if it's not already.
if (Actor->bHiddenEdLayer)
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
{
bModified = Actor->Modify(false);
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Actor->bHiddenEdLayer = false;
}
const bool bIsVisible = true;
Layers->SetLayersVisibility(Actor->Layers, bIsVisible);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
// Set the visibility of each actor in the streaming level
if (!FActorEditorUtils::IsABuilderBrush(Actor) && Actor->bHiddenEdLevel == bShouldBeVisible)
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (!bModified && ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
bModified = Actor->Modify(false);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Actor->bHiddenEdLevel = !bShouldBeVisible;
if (bShouldBeVisible)
{
Actor->ReregisterAllComponents();
}
else
{
Actor->UnregisterAllComponents();
}
}
if (bReflectVisibilityToGame)
{
Actor->SetActorHiddenInGame(Actor->bHiddenEdLevel);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Level->bIsVisible = bShouldBeVisible;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// If the level is being hidden, deselect actors and surfaces that belong to this level. (Part 1/2)
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
if (!bShouldBeVisible && ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (UTypedElementSelectionSet* ActorSelectionSet = GEditor->GetSelectedActors()->GetElementSelectionSet())
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
TArray<FTypedElementHandle> LevelElementHandles;
ActorSelectionSet->ForEachSelectedElement<ITypedElementWorldInterface>(
[Level, &LevelElementHandles](const TTypedElement<ITypedElementWorldInterface>& Element)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (Element.GetOwnerLevel() == Level)
{
LevelElementHandles.Add(Element);
}
return true;
});
ActorSelectionSet->DeselectElements(LevelElementHandles, FTypedElementSelectionOptions());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
UEditorLevelUtils::DeselectAllSurfacesInLevel(Level);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
if (Level->bIsLightingScenario)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
Level->OwningWorld->PropagateLightingScenarioChange();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
}
void UEditorLevelUtils::SetLevelVisibility(ULevel* Level, const bool bShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode)
{
TArray<ULevel*> Levels({ Level });
TArray<bool> bTheyShouldBeVisible({ bShouldBeVisible });
SetLevelsVisibility(Levels, bTheyShouldBeVisible, bForceLayersVisible, ModifyMode);
}
void UEditorLevelUtils::SetLevelsVisibility(const TArray<ULevel*>& Levels, const TArray<bool>& bTheyShouldBeVisible, const bool bForceLayersVisible, const ELevelVisibilityDirtyMode ModifyMode)
{
// Nothing to do
if (Levels.Num() == 0 || Levels.Num() != bTheyShouldBeVisible.Num())
{
return;
}
// Perform SetLevelVisibilityNoGlobalUpdateInternal for each Level
for (int32 LevelIndex = 0; LevelIndex < Levels.Num(); ++LevelIndex)
{
ULevel* Level = Levels[LevelIndex];
if (Level)
{
SetLevelVisibilityNoGlobalUpdateInternal(Level, bTheyShouldBeVisible[LevelIndex], bForceLayersVisible, ModifyMode);
}
}
// If at least 1 persistent level, then RedrawAllViewports.Broadcast
for (int32 LevelIndex = 0; LevelIndex < Levels.Num(); ++LevelIndex)
{
ULevel* Level = Levels[LevelIndex];
if (Level && Level->IsPersistentLevel())
{
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
break;
}
}
// If at least 1 level becomes visible, force layers to update their actor status
// Otherwise, changes made on the layers for actors belonging to a non-visible level would not work
{
for (int32 LevelIndex = 0; LevelIndex < bTheyShouldBeVisible.Num(); ++LevelIndex)
{
if (bTheyShouldBeVisible[LevelIndex])
{
// Equivalent to GEditor->GetEditorSubsystem<ULayersSubsystem>()->UpdateAllActorsVisibilityDefault();
FEditorDelegates::RefreshLayerBrowser.Broadcast();
break;
}
}
}
// Notify the Scene Outliner, as new Actors may be present in the world.
GEngine->BroadcastLevelActorListChanged();
// If the level is being hidden, deselect actors and surfaces that belong to this level. (Part 2/2)
if (ModifyMode == ELevelVisibilityDirtyMode::ModifyOnChange)
{
for (int32 LevelIndex = 0; LevelIndex < bTheyShouldBeVisible.Num(); ++LevelIndex)
{
if (!bTheyShouldBeVisible[LevelIndex])
{
// Tell the editor selection status was changed.
GEditor->NoteSelectionChange();
break;
}
}
}
}
void UEditorLevelUtils::ForEachWorlds(UWorld* InWorld, TFunctionRef<bool(UWorld*)> Operation, bool bIncludeInWorld, bool bOnlyEditorVisible)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (!InWorld)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
return;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
if (bIncludeInWorld)
{
if (!Operation(InWorld))
{
return;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Iterate over the world's level array to find referenced levels ("worlds"). We don't
for (ULevelStreaming* StreamingLevel : InWorld->GetStreamingLevels())
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (StreamingLevel)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3388286 on 2017/04/11 by Chris.Bunner Fix mips in texture GnmUAV creation. Change 3388287 on 2017/04/11 by Chris.Bunner Improved PS/CS code sharing for TemporalAA. Change 3388291 on 2017/04/11 by Chris.Bunner HLODs now correctly hide their children in shadow maps. Propagate bCastFarShadow flag on HLOD generation. #jira UE-42254 Change 3388448 on 2017/04/11 by Brian.Karis Better handle divide by zero Change 3388449 on 2017/04/11 by Brian.Karis Optimizations to shading model math. PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx) Change 3388455 on 2017/04/11 by Uriel.Doyon Changed Remove for RemoveSwap when clearing dynamic component references Change 3388612 on 2017/04/11 by Simon.Tourangeau Support shaders in projects and in plugins When searching for a shader it will - First look in Engine/Shaders as usual - Then in project's Shader folder - Then in all enabled plugin Shader folders Project or plugin must be loaded in PostConfigInit phase Tested in PIE, engine (cooked, packaged) Change 3388819 on 2017/04/11 by Arne.Schober DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware. #RB Lina.Halper, Rolando.Caloca Change 3388862 on 2017/04/11 by Guillaume.Abadie Allows Motion Blur and TAA in scene capture 2d. Change 3388953 on 2017/04/11 by Uriel.Doyon Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it. #UE-43220 Change 3389138 on 2017/04/11 by Arne.Schober DR - Fix crash when opening a Level without Contentbrowser open. #RB Matt.Kuhlenschmidt Change 3389400 on 2017/04/11 by Uriel.Doyon - Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled() - Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF() - FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes. - Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode. - Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution) - Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel. - Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place. - New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials #jira UE-39505 Change 3389860 on 2017/04/12 by Richard.Wallis UE-41407 Cable actor does not render correctly in viewport on Mac. Build the mesh at creation time - call into exisiting mesh create function. Change 3390933 on 2017/04/12 by Arne.Schober DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function #RB Marcus.Wassmer Change 3391010 on 2017/04/12 by Ben.Marsh Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering. Change 3391412 on 2017/04/12 by Uriel.Doyon Mesh Decals are now sorted according to the component TranslucencySortPriority. #jira UE-43053 Change 3392117 on 2017/04/13 by Guillaume.Abadie Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar. Change 3392179 on 2017/04/13 by Guillaume.Abadie Attempts to fix linux compilation by removing mistakenly submitted dead code. Change 3392231 on 2017/04/13 by Guillaume.Abadie Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups... Change 3393879 on 2017/04/14 by Guillaume.Abadie Attempts to fix linux compilation warning. Change 3393881 on 2017/04/14 by Guillaume.Abadie Back out changelist 3393879 Change 3393882 on 2017/04/14 by Guillaume.Abadie Attempts #2 to fix linux compilation error. Change 3394100 on 2017/04/14 by Chris.Bunner Corrected material shared sampler usage with mip-biasing. Change 3394174 on 2017/04/14 by Rolando.Caloca DR - Change ensure to warning Change 3394221 on 2017/04/14 by Marcus.Wassmer Fix poseable mesh bounds calculation. Change 3396238 on 2017/04/17 by David.Hill Fix Bloom with LensFlare Duplicating fix - will also fix directly in 4.16 #jira 44050 Change 3397055 on 2017/04/17 by Joe.Graf Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3397921 on 2017/04/18 by Joe.Graf Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering #CodeReview: arciel.rekman, matt.kuhlenschmidt #rb: n/a Change 3398406 on 2017/04/18 by Rolando.Caloca DR - Fix shaders in plugins on Mac Change 3399546 on 2017/04/19 by Benjamin.Hyder Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows) Change 3399725 on 2017/04/19 by Guillaume.Abadie Avoids compiling PCSS shaders for SM4. Change 3400295 on 2017/04/19 by Michael.Trepka Fixed metal shader compile errors in MorphTargets.usf Change 3400457 on 2017/04/19 by Michael.Trepka Merged Rolando's shader fixes Change 3400473 on 2017/04/19 by Arne.Schober DR - provide Aftermath Reason when init failed. #RB none Change 3400699 on 2017/04/19 by Arne.Schober DR - Fixed Text macro #RB none Change 3402280 on 2017/04/20 by Simon.Tovey Minor cascade fix #tests no crash #jira UE-41560 Change 3402517 on 2017/04/20 by Arne.Schober DR - Fix static analysis warning #RB none Change 3403897 on 2017/04/21 by Arne.Schober DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC #RB None #jira UE-43898 Change 3404591 on 2017/04/21 by Olaf.Piesche #jira UE-41979 Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash. Change 3407451 on 2017/04/25 by Daniel.Wright Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume Change 3407452 on 2017/04/25 by Daniel.Wright Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger Change 3408397 on 2017/04/25 by Daniel.Wright ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately. Change 3408428 on 2017/04/25 by Daniel.Wright Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows Change 3409764 on 2017/04/26 by Daniel.Wright Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5. Change 3411659 on 2017/04/27 by Daniel.Wright [Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this Change 3411660 on 2017/04/27 by Daniel.Wright [Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes Change 3411667 on 2017/04/27 by Daniel.Wright [Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize. Change 3411668 on 2017/04/27 by Daniel.Wright [Copy] Better indirect capsule shadow draw event info Change 3411669 on 2017/04/27 by Daniel.Wright [Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile. Change 3411755 on 2017/04/27 by Daniel.Wright [Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque) * Removed r.OcclusionQueryLocation Change 3411827 on 2017/04/27 by Daniel.Wright [Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead Change 3411829 on 2017/04/27 by Daniel.Wright Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef Change 3411837 on 2017/04/27 by Daniel.Wright [Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo Change 3411838 on 2017/04/27 by Daniel.Wright [Copy] Skip tracking MaterialRenderProxyMap on cooked platforms Change 3411843 on 2017/04/27 by Daniel.Wright [Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM) * Gnm was not tracking DepthClearValue when a depth target was set but not cleared * Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist) * Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values Change 3411873 on 2017/04/27 by Daniel.Wright [Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once. * 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms) Change 3411891 on 2017/04/27 by Daniel.Wright [Copy] GatherShadowPrimitives optimizations * Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x) * Much flatter primitive octree (16 -> 256 max primitives) * Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows * FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs. * StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4. Change 3412192 on 2017/04/27 by Michael.Trepka Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426 Change 3412547 on 2017/04/27 by Daniel.Wright Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee Change 3414239 on 2017/04/28 by Arne.Schober DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it. #RB none #jira UE-44500 Change 3414754 on 2017/04/28 by Daniel.Wright Added VolumetricFogEmissive to ExponentialHeightFogComponent * Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term Change 3416859 on 2017/05/01 by Arne.Schober DR - Remove FeatureLevel from the Clear Functions to reduce area of error #RB Rolando.Caloca Change 3420750 on 2017/05/03 by Arne.Schober DR - [UE-44497] - Fix several PS4 validation layer issues #RB Marcus.Wassmer Change 3422869 on 2017/05/04 by Benjamin.Hyder Fix compile error from merge. Change 3423938 on 2017/05/04 by Marc.Olano [UE-44453] Fix bloom problems by moving saturate after vector math Change 3424494 on 2017/05/04 by Olaf.Piesche #jira UE-44589 When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable. #tests as described in jira ticket Change 3424754 on 2017/05/04 by Uriel.Doyon Fixed call to get texture compressor module outside the main thread. #jira UE-42168 Change 3425447 on 2017/05/05 by Uriel.Doyon #buildfix Change 3427042 on 2017/05/05 by Arne.Schober DR - Fix one of my typos #RB none Change 3428119 on 2017/05/08 by Marcus.Wassmer Fix UE-44733 static analysis warning. Change 3428222 on 2017/05/08 by Uriel.Doyon Fixed bad condition in translucency rendering #jira UE-44452 Change 3429794 on 2017/05/08 by Uriel.Doyon Fixed issues with lightshafts and low res translucency. #jira UE-44452 Change 3430921 on 2017/05/09 by Rolando.Caloca DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders. - Also fixes using the correct fxc.exe path to match the DLL we distribute. Change 3431156 on 2017/05/09 by Rolando.Caloca DR - Remove unused code Change 3431396 on 2017/05/09 by David.Hill Copy of changes made directly in 4.16 ( CL 341037 ) to be submitted to dev-rendering #jira UE-44641 Change 3431400 on 2017/05/09 by Rolando.Caloca DR - Fix typo Change 3431527 on 2017/05/09 by David.Hill #rb: none Oops. comment out r.ShaderDevelopmentMode =1 Change 3431590 on 2017/05/09 by Daniel.Wright Removed early return landmine in USceneCaptureComponent2D::Serialize Change 3431591 on 2017/05/09 by Daniel.Wright Disallow map building while in PIE, or PIE while buildling lighting Change 3431594 on 2017/05/09 by Daniel.Wright Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels. Change 3431667 on 2017/05/09 by Daniel.Wright Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. * The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 * Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX Change 3432366 on 2017/05/10 by Richard.Wallis Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread. #jira UE-36006 Change 3432367 on 2017/05/10 by Richard.Wallis Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set. Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case. #jira UE-44322 Change 3432409 on 2017/05/10 by Richard.Wallis Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895) Fix for deferred store actions getting cleared when we don't have a valid render target. Change 3432833 on 2017/05/10 by Daniel.Wright Fixed Ocean compile error Change 3432874 on 2017/05/10 by Marc.Olano Improved captions for Noise and VectorNoise material nodes Change 3432947 on 2017/05/10 by Richard.Wallis Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook. - Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag. #jira UE-44657 Change 3433484 on 2017/05/10 by Arne.Schober DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled. #jira UE-44393 #RB Daniel.Wright Change 3433515 on 2017/05/10 by Arne.Schober DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used. #RB Daniel.Wright Change 3433606 on 2017/05/10 by Daniel.Wright Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume. Change 3433619 on 2017/05/10 by Daniel.Wright Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE. Change 3433795 on 2017/05/10 by Arne.Schober DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine #RB marcus.Wassmer Change 3433941 on 2017/05/10 by Daniel.Wright Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere. * Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX * Volumetric fog 2.87ms -> 2.09ms in the same scene Change 3435139 on 2017/05/11 by Daniel.Wright Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean Change 3435297 on 2017/05/11 by Arne.Schober DR - Remove manual AlignOf and use C++11 keyword instead #RB Steve.Robb Change 3435367 on 2017/05/11 by Daniel.Wright Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights * 1.5ms -> 1.38ms on 970 GTX with 24 spotlights Change 3435522 on 2017/05/11 by Brian.Karis Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal. Change 3436063 on 2017/05/11 by Daniel.Wright Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting Change 3436269 on 2017/05/11 by Uriel.Doyon Fixed UVChannel data possibly not up-to-date depending on user manips. Change 3436611 on 2017/05/12 by Simon.Tovey Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling. Change 3436676 on 2017/05/12 by Simon.Tovey Fix for fixed bounds being "invalid" unless set via the toolbar option. Change 3436700 on 2017/05/12 by Simon.Tovey Crash fix. Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html Particle proxies would have stale material resource pointers if the material is changed while the system was invisible. If the old material is freed during this time, the next time the system renders it will crash. Change 3437367 on 2017/05/12 by Brian.Karis Fixed bug with small UV charts not packing. Change 3437860 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64 #RB none Change 3437972 on 2017/05/12 by Arne.Schober DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary. #RB none Change 3437975 on 2017/05/12 by Chris.Bunner Added calculation for MaterialParamsEx to MeshDecals.usf. #jira UE-43052 Change 3438109 on 2017/05/12 by Rolando.Caloca DR - Support for -nomcpp on SCW Change 3438889 on 2017/05/15 by Chris.Bunner Nullptr check in a few material uniform expressions. Change 3439351 on 2017/05/15 by Chris.Bunner Added tooltip to Power material expression. Change 3439763 on 2017/05/15 by Daniel.Wright Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights Change 3439764 on 2017/05/15 by Daniel.Wright Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups Change 3440722 on 2017/05/16 by Guillaume.Abadie Exposes Scene capture's FOV to blueprints Change 3441680 on 2017/05/16 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3441884 on 2017/05/16 by Uriel.Doyon Fixed StreamingDistanceMultiplier not being applied to the texture streaming data. Change 3442800 on 2017/05/17 by Gil.Gribb Fixed botched merge. Change 3442896 on 2017/05/17 by Gil.Gribb UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster. Change 3443951 on 2017/05/17 by Richard.Wallis Added Apple override allocator macro - each command encoder type needs it's own allocator queue. Change 3444787 on 2017/05/17 by Daniel.Wright Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0. Change 3444882 on 2017/05/17 by Daniel.Wright Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear Change 3444883 on 2017/05/17 by Brian.Karis Improved contact shadows Change 3445048 on 2017/05/17 by Daniel.Wright Fixed particle lights in forward shading, they were not setting the lighting channel mask properly Change 3445107 on 2017/05/17 by Michael.Trepka Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases. #jira UE-43725 Change 3445212 on 2017/05/17 by Uriel.Doyon Added a -CSV option to ListTextures command Change 3445947 on 2017/05/18 by Richard.Wallis Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only. Change 3446545 on 2017/05/18 by Chris.Bunner Removed hardcoded (and unused) MRT write from Decal shaders. #jira UE-45095 Change 3446568 on 2017/05/18 by Marc.Olano Sobol and image-based importance sampling C++ functions and blueprint nodes Change 3446988 on 2017/05/18 by Marc.Olano Fix build error: missing include Change 3446990 on 2017/05/18 by Marc.Olano Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes) Change 3447142 on 2017/05/18 by Rolando.Caloca DR - RWLock instead of mutex for PSO cache Change 3447144 on 2017/05/18 by Uriel.Doyon Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files. Change 3447794 on 2017/05/18 by Brian.Karis Virtual texturing foundation code Change 3448944 on 2017/05/19 by Arciel.Rekman Fix non-unity Linux (and Mac, etc) builds. - Mac fix is tentative, did not try. Change 3449183 on 2017/05/19 by Marcus.Wassmer Duplicate fix for reflection captures to happen after sequencer updates. Change 3449196 on 2017/05/19 by Uriel.Doyon Handling RCM_MinMax when reading FloatRGBA textures. This fixes pixel inspector always reading 1 for scene color values greater than one. Change 3451652 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45245 Change 3451660 on 2017/05/22 by Chris.Bunner Additional compile fix. #jira UE-45245 Change 3451897 on 2017/05/22 by Daniel.Wright Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering. Change 3452055 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix #jira UE-45265 Change 3452089 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452108 on 2017/05/22 by Rolando.Caloca DR - Compile fix #jira UE-45246 Change 3452179 on 2017/05/22 by Brian.Karis Exposed dimensions. Fixed static analysis. Change 3452734 on 2017/05/22 by Daniel.Wright When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass. Change 3452770 on 2017/05/22 by Daniel.Wright Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere Change 3452861 on 2017/05/22 by Rolando.Caloca DR - Switch compile fix Change 3452952 on 2017/05/22 by Brian.Karis Small VT fixes Change 3453647 on 2017/05/23 by Richard.Wallis Fix for tessellation shaders on Mac (Metal v1.2) failing to compile. #jira UE-45227 Change 3454844 on 2017/05/23 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 on 2017/05/23 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3457131 on 2017/05/24 by Arne.Schober DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode #jira UE-45317 #RB Chris.Bunner Change 3457141 on 2017/05/24 by Marc.Olano Sobol bug fixes Change 3457953 on 2017/05/24 by Brian.Karis Fix static analysis #jira UE-45315 #jira UE-45314 #jira UE-45313 Change 3459064 on 2017/05/25 by Chris.Bunner Fix for out of bounds material translation crash. #jira UE-45406 Change 3459700 on 2017/05/25 by Brian.Karis Revert using sprite index buffer because the vert order is different. Change 3459847 on 2017/05/25 by Chris.Bunner Fixing ensure in RenderTestMap. [CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// If we asked for only sub-levels that are editor-visible, then limit our results appropriately
bool bShouldAlwaysBeLoaded = false; // Cast< ULevelStreamingAlwaysLoaded >( StreamingLevel ) != NULL;
if (!bOnlyEditorVisible || bShouldAlwaysBeLoaded || StreamingLevel->GetShouldBeVisibleInEditor())
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
const ULevel* Level = StreamingLevel->GetLoadedLevel();
// This should always be the case for valid level names as the Editor preloads all packages.
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
if (Level)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>(Level->GetOuter());
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
if (World)
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
{
if (!Operation(World))
{
return;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
}
}
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3323393 on 2017/02/27 by Ben.Cosh This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations #Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602] #Proj Engine Change 3379355 on 2017/04/04 by Lauren.Ridge Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences. Change 3379389 on 2017/04/04 by Nick.Darnell Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated. Change 3379551 on 2017/04/04 by Nick.Darnell Automation - Adding more logging to the automation controller when generating reports. Change 3379554 on 2017/04/04 by Nick.Darnell UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts. Change 3379565 on 2017/04/04 by Nick.Darnell UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints. Change 3379576 on 2017/04/04 by Lauren.Ridge Parameter group dropdown now sorts alphabetically Change 3379592 on 2017/04/04 by JeanMichel.Dignard Fbx Morph Targets import optimisation - Only reimport the points for each morphs and compute the tangents for the wedges affected by those points. - Removed the full skeletal mesh rebuild on each morph target import. - Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero. Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file. #jira UE-34125 Change 3380260 on 2017/04/04 by Nick.Darnell UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted. Change 3380551 on 2017/04/05 by Andrew.Rodham Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level #jira UE-43446 Change 3380555 on 2017/04/05 by Andrew.Rodham Sequencer: Automated unit tests for the segment and track compilers Change 3380647 on 2017/04/05 by Nick.Darnell UMG - Tweaking some stuff on the experimental rich textblock. Change 3380719 on 2017/04/05 by Yannick.Lange Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData. #jira UE-43667 Change 3380765 on 2017/04/05 by Nick.Darnell UMG - Fixing a few more instances of OPTIONAL_BINDING. Change 3380786 on 2017/04/05 by Yannick.Lange Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR. Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist) Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt Expose static mesh material accessors to blueprints #jira UE-43631 Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default Change 3381705 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. Change 3381959 on 2017/04/05 by Yannick.Lange Back out changelist 3381705. Old changelist. Change 3382049 on 2017/04/05 by Yannick.Lange - Slate application multiple input pre-processors in a wrapper class. - Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor. - Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor. Change 3382450 on 2017/04/06 by Andrew.Rodham Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds Change 3382468 on 2017/04/06 by Yannick.Lange Rename AllowWorldMovement parameter to bAllow. Change 3382474 on 2017/04/06 by Yannick.Lange Make GetInteractors constant because we dont want it to be possible to change this arrray. Change 3382492 on 2017/04/06 by Yannick.Lange VR Editor: Floating UI's are stored in a map with FNames as key. Change 3382502 on 2017/04/06 by Yannick.Lange VR Editor: Use asset container for auto scaler sound. Change 3382589 on 2017/04/06 by Nick.Darnell Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality. Change 3382594 on 2017/04/06 by Nick.Darnell UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect. Change 3382672 on 2017/04/06 by Nick.Darnell Build - Fixing incremental build. Change 3382674 on 2017/04/06 by Nick.Darnell Removing a hack added by launcher. Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter Change 3382875 on 2017/04/06 by Michael.Trepka Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously. #jira FORT-34952 Change 3383303 on 2017/04/06 by Lauren.Ridge Adding sort priority to texture parameter code Change 3383561 on 2017/04/06 by Jamie.Dale Fixed MaximumIntegralDigits incorrectly including group separators in its count Change 3383570 on 2017/04/06 by Jamie.Dale Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled Change 3384507 on 2017/04/07 by Lauren.Ridge Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set. #jira UE-21172 Change 3384804 on 2017/04/07 by Joe.Graf Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer #CodeReview: marc.audy #rb: n/a Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers #jira UE-43750 Change 3385127 on 2017/04/07 by Lauren.Ridge Adding WITHEDITOR to OnDragDropCheckOverride Change 3385241 on 2017/04/07 by Jamie.Dale Removing warning if asking for a null or empty localization provider Change 3385442 on 2017/04/07 by Arciel.Rekman Fix a number of problems with Linux splash. - Thread safety (UE-40354). - Inconsistent font (UE-35000). - Change by Cengiz Terzibas. Change 3385708 on 2017/04/08 by Lauren.Ridge Resaving VREditor asset container with engine version Change 3385711 on 2017/04/08 by Arciel.Rekman Speculative fix for a non-unity Linux build. Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt Fix stats not being enabled when in simulate Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts) Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts) Change 3386381 on 2017/04/10 by Michael.Trepka PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist) Change 3388223 on 2017/04/11 by matt.kuhlenschmidt Deleted collection: MattKTest Change 3388808 on 2017/04/11 by Lauren.Ridge Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor. #jira UE-20882 Change 3388843 on 2017/04/11 by Lauren.Ridge Forward declaring custom reset override. Fix for incremental build error Change 3388950 on 2017/04/11 by Nick.Darnell PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair). Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes. Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt Removed crashtracker Change 3389004 on 2017/04/11 by Lauren.Ridge Fix for automated test error - additional safety check for if the reset button has been successfully created. Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt Removed editor live streaming Change 3389077 on 2017/04/11 by Jamie.Dale Removing QAGame config change Change 3389078 on 2017/04/11 by Nick.Darnell Fortnite - Fixing an input preprocessor warning. Change 3389136 on 2017/04/11 by Nick.Darnell Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago. Change 3389147 on 2017/04/11 by Nick.Darnell UMG - Fixing a critical error with the alignment of the lock icon. #jira UE-43881 Change 3389401 on 2017/04/11 by Nick.Darnell UMG - Adds a designer option to control respecting the locked mode. Change 3389638 on 2017/04/11 by Nick.Darnell UMG - Adding the Widget Reflector button to the widget designer. Change 3389639 on 2017/04/11 by Nick.Darnell UMG - Tweaking the respect lock icon. Change 3390032 on 2017/04/12 by JeanMichel.Dignard Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram") Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames) Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge) Change 3390196 on 2017/04/12 by Lauren.Ridge Fix for crash on opening assets without reset to default button enable Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist) #jira UE-5528 Change 3390427 on 2017/04/12 by Jamie.Dale Fixed not being able to set pure whitespace values on FText properties #jira UE-42007 Change 3390712 on 2017/04/12 by Jamie.Dale Content Browser search now takes the display names of properties into account #jira UE-39564 Change 3390897 on 2017/04/12 by Nick.Darnell Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front. Change 3390900 on 2017/04/12 by Nick.Darnell Making a Cast CastChecked in UScaleBox. Change 3390907 on 2017/04/12 by Nick.Darnell UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI. Change 3390934 on 2017/04/12 by Cody.Albert Fix to set correct draw layer in FSlateElementBatcher::AddElements Change 3390966 on 2017/04/12 by Nick.Darnell Input - Force inline some core input functions. Change 3391207 on 2017/04/12 by Jamie.Dale Fixed moving a folder containing a level not moving the level Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets #jira UE-42091 Change 3391327 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming Change 3391405 on 2017/04/12 by Mike.Fricker Removed Twitch support and GameLiveStreaming (part 2) Change 3391407 on 2017/04/12 by Mike.Fricker Removed some remaining EditorLiveStreaming and CrashTracker code Change 3392296 on 2017/04/13 by Yannick.Lange VR Editor: New assets in asset containers for gizmo rotation. Change 3392332 on 2017/04/13 by Nick.Darnell Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up. Change 3392349 on 2017/04/13 by Cody.Albert Corrected typo Change 3392688 on 2017/04/13 by Yannick.Lange VR Editor: Resaved asset containers Change 3392905 on 2017/04/13 by Jamie.Dale Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file Change 3393514 on 2017/04/13 by Yannick.Lange VR Editor: Temp direct interaction pointer. Change 3393930 on 2017/04/14 by Yannick.Lange VR Editor: Remove unused transform gizmo Change 3394084 on 2017/04/14 by Max.Chen Audio Capture: No longer beta Change 3394499 on 2017/04/14 by Cody.Albert Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track #rnx Change 3395703 on 2017/04/17 by Yannick.Lange Duplicate from Release-4.16 CL 3394172 Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles. #jira UE-43964 Change 3395794 on 2017/04/17 by Mike.Fricker #rn Fixed FastXML not loading XML files with attributes delimited by single quote characters Change 3395945 on 2017/04/17 by Yannick.Lange VR Editor: Swap end and start of laser, because they start of laser was using end mesh. Change 3396253 on 2017/04/17 by Michael.Dupuis #jiraUE-43693: While moving foliage instance between levels, UI count was'nt updating properly Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel Ask to save foliage type as asset while moving between level foliage instances containing local foliage type Change 3396291 on 2017/04/17 by Michael.Dupuis #jira UE-35029: Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree Added possibility to register on bounds changed of a static mesh in editor mode Rebuild the occlusion tree if the mesh bounds changed Rebuild the occlusion tree if we change the mesh associated with a foliage type Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation Change 3396293 on 2017/04/17 by Michael.Dupuis #jira UE-40685: Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts) Change 3397675 on 2017/04/18 by Alex.Delesky #jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed. Change 3397818 on 2017/04/18 by Yannick.Lange ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY. - Remove destructors for uobjects. Change 3397832 on 2017/04/18 by Yannick.Lange VR Editor: Remove unused vreditorbuttoon Change 3397884 on 2017/04/18 by Yannick.Lange VREditor: Addition to 3397832, remove unused vreditorbuttoon. Change 3397985 on 2017/04/18 by Michael.Trepka Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation. #jira UE-43900 Change 3398030 on 2017/04/18 by Jamie.Dale Fixed outline changes not automatically updating the text layout used by a text block #jira UE-42116 Change 3398039 on 2017/04/18 by Jamie.Dale Unified asset drag-and-drop FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser. #jira UE-39208 Change 3398074 on 2017/04/18 by Michael.Dupuis Fixed crash in cooking fortnite Change 3398351 on 2017/04/18 by Alex.Delesky Fixing PlacementMode module build error Change 3398513 on 2017/04/18 by Yannick.Lange VR Editor: - Remove unused previousvreditor member. - Removing extensions when exiting vr mode without having to find the extensions. Change 3398540 on 2017/04/18 by Alex.Delesky Removing a private PlacementMode header that was included in a public one. Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt Remove uncessary files from p4 Change 3400657 on 2017/04/19 by Jamie.Dale Fixed potential underflow when using negative digit ranges with FastDecimalFormat Change 3400722 on 2017/04/19 by Jamie.Dale Removed some check's that could trip with malformed data Change 3401811 on 2017/04/20 by Jamie.Dale Improved the display of asset tags in the Content Browser - Numeric tags are now displayed pretty printed. - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes). - Dimensional tags are now split and each part pretty printed. - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time. - The column view now shows the same display values as the tooltips do. - The tooltip now uses the tag meta-data display name (if set). - The tag meta-data display name can now be used as an alias in the Content Browser search. #jira UE-34090 Change 3401868 on 2017/04/20 by Cody.Albert Add screenshot save directory parameter to editor and project settings #rn Added options to the settings menu to specify screenshot save directory Change 3402107 on 2017/04/20 by Jamie.Dale Cleaned up the "View Options" menu in the Content Browser Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI). Change 3402283 on 2017/04/20 by Jamie.Dale Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder #jira UE-8892 Change 3402572 on 2017/04/20 by Alex.Delesky #jira UE-42421 PR #3311: Improved log messages (Contributed by projectgheist) Change 3403226 on 2017/04/21 by Yannick.Lange VR Editor: - Removed previous quick menu floating UI panel. - Added the concept of a info display floating UI panel. - Used info display for showing sequencer timer. Change 3403277 on 2017/04/21 by Yannick.Lange VR Editor: - Set window mesh for info display panel. - Add option to null out widget when hidden. Change 3403289 on 2017/04/21 by Yannick.Lange VR Editor: Don't load VREditorAssetContainer asset when starting editor. Change 3403353 on 2017/04/21 by Yannick.Lange VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization. Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt Fix typo Change 3405378 on 2017/04/24 by Alex.Delesky #jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled Change 3405382 on 2017/04/24 by Alex.Delesky #jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized Change 3405384 on 2017/04/24 by Alex.Delesky #jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename. Change 3405386 on 2017/04/24 by Alex.Delesky #jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail. Change 3405388 on 2017/04/24 by Alex.Delesky #jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus Change 3405394 on 2017/04/24 by Alex.Delesky #jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts Change 3405429 on 2017/04/24 by Alex.Delesky Fixing a naming issue for CL 3405378 Change 3405579 on 2017/04/24 by Cody.Albert Fixed bad include from CL#1401868 #jira UE-44238 Change 3406716 on 2017/04/24 by Max.Chen Sequencer: Add attach/detach rules for attach section. #jira UE-40970 Change 3406718 on 2017/04/24 by Max.Chen Sequencer: Set component velocity for attached objects #jira UE-36337 Change 3406721 on 2017/04/24 by Max.Chen Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence. #jira UE-43966 Change 3406726 on 2017/04/24 by Max.Chen Sequencer: Added StopAndGoToEnd() function to player #jira UE-43967 Change 3406727 on 2017/04/24 by Max.Chen Sequencer: Add cinematic options to level sequence player #jira UE-39388 Change 3407097 on 2017/04/25 by Yannick.Lange VR Editor: Temp asset for free rotation handle gizmo. Change 3407123 on 2017/04/25 by Michael.Dupuis #jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save) Change 3407135 on 2017/04/25 by Max.Chen Sequencer: Load level sequence asynchronously. #jira UE-43807 Change 3407137 on 2017/04/25 by Shaun.Kime Fixing comments to refer to correct function name. Change 3407138 on 2017/04/25 by Max.Chen Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template. #jira UE-30007 Change 3407139 on 2017/04/25 by Max.Chen Sequencer: Fix active marker in sub, cinematic, control rig sections. #jira UE-44235 Change 3407229 on 2017/04/25 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc) Change 3407401 on 2017/04/25 by Nick.Darnell Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix. Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt Made AssetTools a uobject interface so it could be access from script. A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt Removed temp method Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt Exposed source control helpers to script Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script. Change 3408220 on 2017/04/25 by Alex.Delesky #jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders. Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon Change 3408314 on 2017/04/25 by Jamie.Dale Fixed typo Change 3408911 on 2017/04/25 by Max.Chen Level Editor: Delegate for when viewport tab content changes. #jira UE-37805 Change 3408912 on 2017/04/25 by Max.Chen Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default. #jira UE-37805 Change 3409073 on 2017/04/26 by Yannick.Lange VR Editor: Fix starting point of lasers. Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt Fix CIS Change 3409497 on 2017/04/26 by Alexis.Matte Fix crash importing animation with skeleton that do not match the fbx skeleton. #jira UE-43865 Change 3409530 on 2017/04/26 by Michael.Dupuis #jira UE-44329: Only display the log if we're not running a commandlet Change 3409559 on 2017/04/26 by Alex.Delesky #jira none - Fixing case of header include for CL 3408220 Change 3409577 on 2017/04/26 by Yannick.Lange VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact. Change 3409614 on 2017/04/26 by Max.Chen Sequencer: Add Scrub() to movie scene player. Change 3409658 on 2017/04/26 by Jamie.Dale Made the handling of null item selection consistent in SComboBox If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again. Change 3409659 on 2017/04/26 by Jamie.Dale Added preset Unicode block range selection to the font editor UI #jira UE-44312 Change 3409755 on 2017/04/26 by Max.Chen Sequencer: Back out bIsUISound for scrubbing. Change 3410015 on 2017/04/26 by Max.Chen Sequencer: Fix crash on asynchronous level sequence player load. #jira UE-43807 Change 3410094 on 2017/04/26 by Max.Chen Slate: Enter edit mode and return handled if not read only. Change 3410151 on 2017/04/26 by Michael.Trepka Fix for building EngineTest project on Mac Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt Expose editor visibility methods on Actor to blueprint/script Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save. PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist) Change 3411187 on 2017/04/27 by Jamie.Dale No longer attempt to use the game culture override in the editor Change 3411443 on 2017/04/27 by Alex.Delesky #jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid. Change 3411809 on 2017/04/27 by Max.Chen Sequencer: Prioritize buttons over label. #jira UE-26813 Change 3411810 on 2017/04/27 by Cody.Albert Scrollbox now properly calls Invalidate while scrolling Change 3411892 on 2017/04/27 by Alex.Delesky #jira UE-40031 PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien) Change 3412002 on 2017/04/27 by Jamie.Dale Fixed crash when using an invalid regex pattern #jira UE-44340 Change 3412009 on 2017/04/27 by Cody.Albert Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions Change 3412631 on 2017/04/27 by Jamie.Dale Implemented support for hiding empty folders in the Content Browser "Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown. This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history. #jira UE-40038 Change 3413023 on 2017/04/27 by Max.Chen Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children. Change 3413309 on 2017/04/28 by Jamie.Dale Fixed shadow warning Change 3413327 on 2017/04/28 by Jamie.Dale Added code to sanitize some known strings before passing them to ICU Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt Allow AssetRenameData to be exposed to blueprints/script Change 3413630 on 2017/04/28 by Jamie.Dale Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor Change 3414164 on 2017/04/28 by Jamie.Dale Removing some type-unsafe placement new array additions Change 3414497 on 2017/04/28 by Yannick.Lange ViewportInteraction: - Add arcball sphere asset. - Add opacity parameter to translucent gizmo material. Change 3415021 on 2017/04/28 by Max.Chen Sequencer: Remove spacer nodes at the top and bottom of the node tree. This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree. #jira UE-28931 Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt #rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert) Change 3415836 on 2017/05/01 by Alex.Delesky #jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut. Change 3415837 on 2017/05/01 by Alex.Delesky #jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window. Change 3415839 on 2017/05/01 by Alex.Delesky #jira UE-42049 PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi) Change 3415842 on 2017/05/01 by Michael.Dupuis #jira UE-44514 : Removed the warning as it's causing more issue than it fixes. Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds Change 3416520 on 2017/05/01 by Yannick.Lange Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor. - Add helper function to add a unique extension by subclass. Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt Prevent foliage from marking actors dirty as HISM components are added and removed from the scene. Change 3416988 on 2017/05/01 by Lauren.Ridge PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist) Changed the highlight style to be around the icon and match the content browser color and style. #jira UE-40437 Change 3418014 on 2017/05/02 by Yannick.Lange Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials. Change 3418087 on 2017/05/02 by Lauren.Ridge Adding minor tab icon surrounds Change 3418602 on 2017/05/02 by Jamie.Dale Fixed a crash that could occur due to bad data in the asset registry It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry). These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed. Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only Change 3419071 on 2017/05/02 by Arciel.Rekman UBT: optimize FixDeps step on Linux. - Removes the need to re-link unrelated engine libraries when recompiling a code project. - Makes builds faster on machines with multiple cores. - The module that has circularly referenced dependencies is considered cross-referenced itself. - Tested compilation on Linux (native & cross) and Mac (native). Change 3419240 on 2017/05/02 by Cody.Albert Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash Change 3420011 on 2017/05/02 by Max.Chen Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges. #jira UE-44569 Change 3420507 on 2017/05/03 by Lauren.Ridge Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode Change 3420643 on 2017/05/03 by andrew.porter QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings Change 3420678 on 2017/05/03 by andrew.porter QAGame: Updating override binding sequence Change 3420961 on 2017/05/03 by Jamie.Dale Exposed some missing Internationalization functions to BPs Change 3422767 on 2017/05/04 by Yannick.Lange ViewportInteraction: Extensibility for dragging on gizmo handles Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle. Change 3422789 on 2017/05/04 by Yannick.Lange ViewportInteraction: Fix duplicate console variable. Change 3422817 on 2017/05/04 by Andrew.Rodham Sequencer: Changed level sequence object references to always use a package and object path based lookup - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs) - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References) - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported. - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI. #jira UE-44490 Change 3422826 on 2017/05/04 by Andrew.Rodham Removed erroneous braces Change 3422874 on 2017/05/04 by James.Golding Adding MaterialEditingLibrary to allow manipulation of materials within the editor. - Refactored code out of MaterialEditor where possible Marked some material types as BP-accessible, to allow to editor-Blueprint access. Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage Change 3422942 on 2017/05/04 by Lauren.Ridge Tab padding adjustment to allow tabs with icons to be the same height as tabs without Change 3423090 on 2017/05/04 by Jamie.Dale Added a way to get the source package path for a localized package path Added tests for the localized package path checks. Change 3423133 on 2017/05/04 by Jamie.Dale Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator Change 3423301 on 2017/05/04 by Max.Chen Sequencer: Add JumpToPosition which updates to a position in a scrubbing state. Change 3423344 on 2017/05/04 by Jamie.Dale Updated localized asset group caching so that it works in non-cooked builds Change 3423486 on 2017/05/04 by Lauren.Ridge Fixing deselection code in VWI Change 3423502 on 2017/05/04 by Jamie.Dale Adding automated localization tests Change 3424219 on 2017/05/04 by Yannick.Lange - Hide FWidget when ViewportWorldInteraction starts. - Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility. Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt PR #3527: Modified comments (Contributed by projectgheist) Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown. Change 3425241 on 2017/05/05 by Max.Chen Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner. #jira UE-44559 Change 3425286 on 2017/05/05 by Jamie.Dale Text duplicated as part of a widget archetype now maintains its existing key #jira UE-44715 Change 3425477 on 2017/05/05 by Andrew.Rodham Sequencer: Do not deprecate legacy object references since they still need to be serialized on save - Also re-add identical via equality operator so that serialization works again Change 3425681 on 2017/05/05 by Jamie.Dale Fixed fallback font height/baseline measuring Change 3426137 on 2017/05/05 by Jamie.Dale Removing PPF_Localized It's an old UE3-ism that's no longer tested anywhere Change 3427434 on 2017/05/07 by Yannick.Lange ViewportInteraction: Null check for viewport. Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections. #jira UE-44655 Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt Fix other usage of USelection not having a selection annotation #jira UE-44786 Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt Fix crash on platforms without a cursor #jira UE-44815 Change 3429862 on 2017/05/08 by tim.gautier QAGame: Enable Include CrashReporter in Project Settings Change 3430385 on 2017/05/09 by Lauren.Ridge Resetting user focus to game viewport after movie finishes playback #jira UE-44785 Change 3430695 on 2017/05/09 by Lauren.Ridge Fix for crash on leaving in the middle of a loading movie #jira UE-44834 Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt Fixed movie player setting all users to focus which breaks VR controllers [CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
// Levels can be loaded directly without StreamingLevel facilities
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
for (ULevel* Level : InWorld->GetLevels())
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (Level)
{
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>(Level->GetOuter());
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
if (World)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
{
if (!Operation(World))
{
return;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3459524 by Marc.Audy Get/Set of properties that were previously BPRW/BPRO should error when used #jira UE-20993 Change 3460004 by Phillip.Kavan #jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value. Change summary: - Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation. Change 3461210 by Phillip.Kavan #jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry. Change summary: - Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database. - Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached. - Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid. - Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid. - Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals. - Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick. Notes: - Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor. Change 3461373 by Lukasz.Furman fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad #jira UE-44231 Change 3461409 by Lukasz.Furman fixed reenabling automatic navmesh generation in Editor Preferences #ue4 Change 3461550 by Ben.Zeigler #jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors Change 3462625 by Zak.Middleton #ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come). github PR #3620 Change 3462796 by Dan.Oconnor Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame #jira UE-45434 Change 3462995 by Ben.Zeigler #jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin Change 3463099 by Ben.Zeigler #jira UE-45471 Allow abstract base classes for primary assets Change 3464809 by Marc.Audy Expose FVector2D / FVector2D to blueprints #jira UE-45427 Change 3467254 by Mieszko.Zielinski Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4 Change 3467644 by Dan.Oconnor Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing. #jira UE-45443, UE-45444 Change 3468176 by Dan.Oconnor Fix dependent blueprints being marked dirty when a blueprint is compiled Change 3468353 by Michael.Noland UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game Change 3470532 by Dan.Oconnor Re-enable compilation manager Change 3470572 by Dan.Oconnor Fix for pin paramters resetting when an archetype was reinstanced #jira UE-45619 #rnx Change 3471949 by Mason.Seay Adding Primary Assets for testing Change 3472074 by Ben.Zeigler #jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking Change 3472079 by Ben.Zeigler With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here Change 3473429 by Lukasz.Furman changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473476 by Lukasz.Furman changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh) #jira UE-41884 Change 3473663 by Ben.Zeigler Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added Change 3473679 by Mason.Seay Slight cleanup of test map and added ability to teleport across level for easy navigation Change 3473712 by Marc.Audy Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value Change 3474055 by Marc.Audy When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with. #jira UE-41828 Change 3474119 by mason.seay Tweaked Force Feedback test Change 3474156 by Marc.Audy Actually enable orphan pin retention Change 3474382 by Ben.Zeigler Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing Change 3474386 by Ben.Zeigler Close popup window when adding asset class to audit window Change 3474491 by Ben.Zeigler Remove ability for Worlds to not be saved as assets, this has been the default since 2014. Change 3475363 by Marc.Audy Alt-click now works with orphaned pins #jira UE-45699 Change 3475523 by Marc.Audy Fixup Fortnite and Paragon content for orphaned pin errors and warnings Change 3475623 by Phillip.Kavan #jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor. Change summary: - Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values. - Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value. Change 3476008 by Dan.Oconnor Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value. #jira UE-18765 Change 3476115 by Dan.Oconnor Fix missing category information for inherited functions when using compilation manager #jira UE-45660 #rnx Change 3476577 by Lukasz.Furman added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms) #ue4 Change 3476587 by Phillip.Kavan #jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions. Change summary: - Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up. - Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree). Notes: - The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398. #rnx Change 3476723 by Dan.Oconnor Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager #jira UE-45468 #rnx Change 3476948 by Michael.Noland Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing Change 3476970 by Ben.Zeigler Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly Change 3477536 by Marc.Audy Don't display default value box on linked orphaned input pins Change 3477835 by Marc.Audy Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected #jira UE-45754 Change 3478027 by Marc.Audy Minor performance optimization #rnx Change 3478198 by Phillip.Kavan #jira UE-42431 - Remove an unnecessary ensure() when pasting an event node. Change summary: - Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node. Change 3478485 by Marc.Audy Eliminate extraneous error messages about orphaned pins on get/set nodes #jira UE-45749 #rnx Change 3478756 by Marc.Audy Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums #jira UE-45721 #rnx Change 3478926 by Marc.Audy Non-blueprint type structs can no longer be made/broken Non-blueprint visible properties in structs will no longer have pins created for them #jira UE-43122 Change 3478988 by Marc.Audy DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function. #jira UE-45524 Change 3479818 by Marc.Audy Allow ctrl-drag off of orphan pins #jira UE-45803 Change 3480214 by Marc.Audy Modifications to user defined enumerations are now transacted #jira UE-43866 Change 3480579 by Marc.Audy Maintain all pin properties through transactions. #rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle. Change 3481043 by Marc.Audy Make/Break of structs does not depend on having blueprint exposed properties. Splitting of a struct pin still requires blueprint exposed properties. #jira UE-45840 #jira UE-45831 Change 3481271 by Ben.Zeigler Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0 Clean up ChunkDependencyInfo and make it properly public Move ShouldSetManager to be WITH_EDITOR Ported from WEX branch #RB peter.sauerbrei Change 3481373 by Dan.Oconnor Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes #jira UE-45704 Change 3481380 by Ben.Zeigler Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful Change 3482362 by Marc.Audy Fix properties not exposed to blueprint warnings for input properties on function graphs. #jira UE-45824 Change 3482406 by Ben.Zeigler #jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map Change 3482498 by Ben.Zeigler Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class Change 3482517 by Lukasz.Furman fixed smart navlink update functions removing important flag #jira UE-45875 Change 3482538 by Marc.Audy When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float #jira UE-45846 Change 3482773 by Marc.Audy Don't show default value or pass by reference for exec pins #jira UE-45868 Change 3482791 by Ben.Zeigler #jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function Change 3483131 by Zak.Middleton #ue4 - InterpToMovementComponent: - Fix velocity not zeroed when interpolation stops. - Various fixes when calculating velocity and time when substepping is enabled. - Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact). #jira UE-45690 Change 3483146 by Phillip.Kavan #jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints. Change summary: - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP. - Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling. - Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature. Change 3483340 by Ben.Zeigler Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets Change 3483548 by Michael.Noland Epic Friday: Playing around with some prototype traps Change 3483700 by Phillip.Kavan Fix CIS cook crash introduced by last submit. #rnx Change 3485217 by Ben.Zeigler #jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function Change 3485367 by Dan.Oconnor Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager #jira UE-45756 Change 3485565 by Ben.Zeigler #jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable Change 3485566 by Marc.Audy Fix crashes caused by undo/redo of user defined struct changes #jira UE-45775 #jira UE-45781 Change 3485805 by Michael.Noland PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev) #jira UE-43747 Change 3485807 by Michael.Noland PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers) #jira UE-44041 Change 3485811 by Michael.Noland Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level) Change 3485829 by Michael.Noland Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded Change 3485830 by Michael.Noland PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift) #jira UE-45002 Change 3486039 by Michael.Noland PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist) - Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding - Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible - Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible #jira UE-44014 Change 3486093 by Michael.Noland PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040) #jira UE-42903 Change 3486139 by Michael.Noland Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page #rn Change 3486154 by Michael.Noland Framework: Speculative fix for CIS error about FStructOnScope #rnx Change 3486180 by Dan.Oconnor Better match old logic for determining when to skip data only compile #jira UE-45830 Change 3487276 by Marc.Audy Fix crash when using Setter with a locally scoped variable #rnx Change 3487278 by Marc.Audy Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected Change 3487658 by Marc.Audy Ensure that child actor template is created for subclasses #jira UE-45985 Change 3487699 by Marc.Audy Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase Change 3487813 by Dan.Oconnor Asset demonstrating a crash Change 3488101 by Marc.Audy Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins. Correctly orphan pins when a node goes to 0 pins. Change 3488337 by Marc.Audy Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job #jira UE-46020 Change 3488512 by Dan.Oconnor ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it #jira UE-45830, UE-45965 #rnx Change 3488631 by Michael.Noland Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level #jira UE-45630 Change 3488665 by Michael.Noland Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set - The category, raw name, and tooltip of the property are now included as part of the filter text as well - The property tooltip is now displayed when hovering over the property name - Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate Change 3489324 by Marc.Audy Fix recursion causing stack crash #jira UE-46038 #rnx Change 3489326 by Marc.Audy Fix cooking crash #jira UE-46031 #rnx Change 3489687 by mason.seay Assets for testing orphan pins Change 3489701 by Marc.Audy Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin. #jira UE-46051 #jira UE-46052 #rnx Change 3490352 by Dan.Oconnor Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint #jira UE-46062 Change 3490814 by Marc.Audy Make callfunction/macro instances save all pins in orphan state more similar to previous behavior #rnx Change 3491022 by Dan.Oconnor Properly clean up 'Key' property when we fail to create a value property #jira UE-45279 Change 3491071 by Ben.Zeigler #jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory. Change 3491244 by Michael.Noland Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors) #jira UE-32948 Change 3491276 by Michael.Noland Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable) - Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places - Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item #jira UE-43372 Change 3491562 by Marc.Audy Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it #jira UE-46020 #rnx Change 3491658 by Marc.Audy Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert #rnx Change 3491946 by Marc.Audy ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented) RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible) DestroyImpl now prunes out SubPins that had already been trashed #rnx Change 3492040 by Marc.Audy Discard exec/then pins from a callfunction that has been converted to a pure node #rnx Change 3492200 by Zak.Middleton #ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely. #jira UE-46012 Change 3492290 by Ben.Zeigler #jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed Change 3492311 by Marc.Audy Don't clear the pin type if what you're connecting to's pin type is wildcard #rnx Change 3492680 by Dan.Oconnor Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset Change 3492826 by Marc.Audy Don't do pin connection list change notifications from DestroyPins while regenerating on load #jira UE-46112 #rnx Change 3492851 by Michael.Noland Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters Change 3492852 by Michael.Noland Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class Change 3492934 by Marc.Audy Fix ensure and crash delete macro containing orphaned pin #rnx Change 3493079 by Dan.Oconnor Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..) #rnx Change 3493346 by Phillip.Kavan #jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs. Change summary: - Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values. - Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future. Change 3493938 by Michael.Noland Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable) #jira UE-45780 Change 3493945 by Michael.Noland Blueprints: Fixed GetDelegatePoperty typos #rnx Change 3493997 by Michael.Noland Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes #jira UE-45760 Change 3493998 by Dan.Oconnor Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days Change 3494025 by Michael.Noland Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES) #rnx Change 3494026 by Michael.Noland Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer - Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc... - Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed #rnx Change 3496382 by Ben.Zeigler Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress Change 3496688 by Marc.Audy Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up #jira UE-46073 Change 3496830 by Michael.Noland Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata #rnx Change 3496840 by Michael.Noland Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work) Change 3497038 by Michael.Noland Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds) - You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts) - You can also specify a set of items to grant to your local inventory when it is created Change 3497204 by Marc.Audy Fix AbilitySystemComponent not being blueprint readable. #rnx Change 3497668 by Mieszko.Zielinski Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4 #jira UE-43659 Change 3497677 by Mieszko.Zielinski Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4 Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry #jira UE-41293 Change 3497678 by Mieszko.Zielinski Marked AbstractNavData class as transient #UE4 We never want to save it to levels Change 3497679 by Mieszko.Zielinski Made NavModifierVolume responsive to editor-time property changes #UE4 #jira UE-32831 Change 3497900 by Dan.Oconnor Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level #rnx Change 3497904 by Dan.Oconnor Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct #jira UE-46153 #rnx Change 3497907 by Dan.Oconnor Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class #rnx #jira UE-46186 Change 3498218 by mason.seay Updates to pin testing BP's Change 3498323 by Mieszko.Zielinski Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4 Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers #jira UE-44891 Change 3499007 by Marc.Audy Allow systems to hook Pre and PostCompile to do custom behaviors Change 3499013 by Mieszko.Zielinski Made AbstractNavData class non-transient again #UE4 Implemented AbstractNavData instances' transientness in a different manner. #jira UE-46194 Change 3499204 by Mieszko.Zielinski Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation. #jira UE-43799 Change 3499321 by mason.seay Updated bp for struct testing Change 3499388 by Marc.Audy Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed). Change 3499390 by Marc.Audy Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted. #rnx Change 3499420 by Michael.Noland Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want: - ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully - LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully - Assert: Asserts, the calling code is not expecting to handle a failure gracefully - Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern - Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert - Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked) - Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread The typical recommended call pattern is to use something like: if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World } Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr. #jira UE-42458 Change 3499429 by Michael.Noland Engine: Removed a bogus TODO (the problematic code had already been reworked) #rnx Change 3499470 by Michael.Noland Core: Improved and corrected the comment for ensure() - It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?) - It now only fires once per ensure() by default, added a note about ensureAlways() #rnx Change 3499643 by Marc.Audy Use TGuardValue instead of manually managing it #rnx Change 3499874 by Marc.Audy Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log Change 3499875 by Marc.Audy When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites) #jira UE-46224 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3499953 by Michael.Noland Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage) - These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions Change 3499957 by Michael.Noland Animation: Added runtime errors for nullptr ControlRigs passed into BP methods #rnx Change 3499958 by Michael.Noland Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error #rnx Change 3499959 by Michael.Noland Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints Change 3499960 by Michael.Noland AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object Change 3499968 by Michael.Noland Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues #rnx Change 3499969 by Michael.Noland Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack #rnx Change 3499973 by Michael.Noland Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject - Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget Change 3499979 by Michael.Noland Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material Change 3499984 by Michael.Noland Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected Change 3499993 by Michael.Noland Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters - This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in' - These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>) - Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS Change 3500009 by Michael.Noland Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM) #rnx Change 3500011 by Michael.Noland Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms Change 3500012 by Michael.Noland Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset Change 3500014 by Michael.Noland Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that) Change 3500019 by Michael.Noland Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters - It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments Change 3500020 by Michael.Noland Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world) Change 3501062 by Marc.Audy MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function Fix inability to undo/redo pin additions to sequence node Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used #jira UE-46164 #jira UE-46270 Change 3501330 by Michael.Noland AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place) #jira UE-46271 Change 3501356 by Marc.Audy Fix crash when multi-editing actor blueprints #jira UE-46248 Change 3501408 by Michael.Noland Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack) Change 3501457 by Phillip.Kavan #jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node. Change summary: - Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass. - Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl). - Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects. Change 3502741 by Phillip.Kavan #jira UE-45782 - Fix undo for index pin type changes. Change summary: - Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed. Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3503087 by Marc.Audy Re-fixed ocean content as editor had also changed so had to take theirs and redo #rnx Change 3503266 by Ben.Zeigler #jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory Change 3503325 by mason.seay updated Anim BP to prep for pin testing Change 3503445 by Marc.Audy Fix crash caused by OldPins being destroyed before rewiring #rnx Change 3505024 by Marc.Audy Fix NodeEffectsPanel blueprint as it was using pins that no longer existed #rnx Change 3505254 by Marc.Audy Don't include orphan pins when gather source property names If a property doesn't exist for a source property name just skip the property rather than crashing #jira UE-46345 #rnx Change 3506125 by Ben.Zeigler #jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place Change 3506334 by Dan.Oconnor Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints #jira UE-46411 Change 3506439 by Dan.Oconnor Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo #jira UE-46308 Change 3506468 by Dan.Oconnor Return to pre 3488512 behavior, as it causes bad default values #jira UE-46414 #rnx Change 3506733 by Marc.Audy Use the most up to date class to determine whether a property still exists when adding pins during reconstruction #jira UE-45965 #author Dan.OConnor #rnx Change 3507531 by Ben.Zeigler #jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays Change 3507924 by mason.seay Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues Change 3507962 by Marc.Audy Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958 #rnx Change 3509131 by Dan.Oconnor Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table #jira UE-46311 Change 3509345 by Marc.Audy CVar to disable orphan pins if necessary #rnx Change 3509959 by Marc.Audy Protect against crashing due to large values in Timespan From functions #jira UE-43840 Change 3510040 by Marc.Audy Remove all the old unneeded ShooterGame test maps #rnx [CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
}
}
}
}
void UEditorLevelUtils::GetWorlds(UWorld* InWorld, TArray<UWorld*>& OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible)
{
OutWorlds.Empty();
ForEachWorlds(InWorld, [&OutWorlds](UWorld* World) { OutWorlds.AddUnique(World); return true; }, bIncludeInWorld, bOnlyEditorVisible);
}
const TArray<ULevel*> UEditorLevelUtils::GetLevels(UWorld* World)
{
if (!World)
{
return TArray<ULevel*>();
}
return World->GetLevels();
}
#undef LOCTEXT_NAMESPACE